Series Codename: Panzers is in a strange way. The developers were scolded for a long time for the fact that they, like hundreds of others, create a classic "strategy about the Second World War". Innoglow and Stormregion enforced criticism and transferred the action of the game … during the Cold War. Changed one banal environment to another. But maybe the creators of Cold War will be able to develop the topic more original than competitors?
Frankly, I do not know where the developers drew information about the Cold War and the USSR, but their alternative story turned out to be suspiciously unusual. Instead of hacks, Russians wear helmets, do not dream of world domination and talk in some strange dialect-without “waqania” and incorrect cases (Stalin, however, after he saw an atomic explosion, spoke in English, but you know, yourself, you know, yourself, but you know, yourself. Such a spectacle provokes lexical delights).
We also approached the plot from the non -classical side. The USSR declares war on the West, not due to the aggravated desire to bring a piece of communism to every house, but because there is no other way out. The United States ceased to be careful and began to freely launch intelligence planes into the territory of a potential enemy. The fall of one of them is the last drop.
Soviet troops do not float to America, as it was in World in Conflict. The first blow, which is logical, falls on West Germany. NATO is discouraged. The Allies thought that Stalin was about to die, the USSR would overcome corn and instead of modern military technologies undertake to demonstrate the mysterious Kuzma’s Mother. Intelligence was mistaken ..
Without jokes, the only thing that is alarming is the name of the game. The Cold War is therefore “cold”, which went without open clashes, without fire and explosions. But when Soviet troops turn Holland into a new socialist state, and the Americans after a few months storm Moscow, such a war does not save from the heat, it needs to be a potato in it.
Oddities do not end on an adequate reflection of the era. The developers decided to make the sane not only the prelude, but the whole plot. Around him they built a gameplay. Cold War is very different from other Codename: Panzers series projects. In front of us is something like Call of Duty In real time tactics in the genre.
Each mission begins with the instrumental video. A small folder with a “completely secret” stamp is revealed, and the commander talks about the upcoming battle. There are notes on the cards, a decisive male voice explains them, reports about the plans of the enemy and our response. It seems that we are at the headquarters and the general communicates with us personally. Ordinary introductory, which is fluently read in other strategies, here allows you to get used to the role even before the fight.
After the briefing, however, they will not allow the troops to immediately manage. Before each battle show decent videos on the game engine. Here is a ladybug crawling along a long sheet, a column of trucks rushes past, and the camera is transferred to the last of them. She moves after, gunshindly, abruptly slows down, and we see how the shell torn the cabin to pieces. Americans from grenade launchers fire a column, and one of the trucks, spinning and turning over, flies into the camera. The screen goes out, the mission begins.
The variety of videos is pleasing. Then they will show us the battlefield on which we fought (it turns out great; a minute ago we saw all these roads, bridges and houses in the game schedule, and now they are all as real, and the camera specifically shows the objects that probably remembered to us), then the general generals and political leaders, then events before the battle ..
The videos become an integral part of the game, we are waiting for them and watching with great pleasure. There is something similar in C & C, but they emphasize the acting game, and Cold War captivates the beauty of what is happening and the plot. Often the rollers anticipate the battle itself. Above I described the sabotage on the road. After the screen goes out, we start the game with that highway, and saboteurs are our soldiers.
Road. Burning trucks. Seven infantry detachments. The command reminds of the tasks (we heard about them at the meeting), with one sentence explains what happened (we saw the reason in the screensaver), and notes important objects on the map. Almost all missions come down to the capture of key points and their retention. However, this does not make the gameplay primitive and the same type. The developers did not put on complex tactics, but on the entertainment and cinematography of action.
We cross the highway, move along the streets – and suddenly the soldiers begin to scream to the ground. The enemy is not visible, we order to move faster, disperse. It does not help. Infantrymen continue to die – we retreat. We expect tanks arrival, and then let them into reconnaissance. Then the enemy snipers are shown. They settled in buildings and firing at the only passage to the key point. The technique easily destroys the enemy, but they don’t let it go ahead: enemy helicopters plant rocket launchers, and tanks come with the rear. And while we are trying to maneuver between the buildings, the infantry instantly rushes to the aid.
Such battles are constantly taking place. Each time, demiurges come up with something new, but the scheme is always such that we cannot plan anything in advance. Scripts are almost constantly used, as it was in Dawn of War 2. The entire level awaits the player, and as soon as his troops approach the right point, the computer uses a pre -prepared plan.
A huge rusty crane falls on a residential building, and we see how the damaged part crumbles into bricks. When bombing, the buildings are not completely destroyed – only the injured parts fall off. There is no "triple degree of destruction" here. If a tank shoots at the theater, then the columns will collapse if they get on them, and not from the fact that the object received 65% of damage.
Developers try to play with physics as often as possible and sometimes build a game around it. If there is a huge beautiful house on the map, it will certainly fall apart. Something breaks, falls and explodes in scripting scenes. The battle becomes even more spectacular, and the change of time and weather conditions makes the game more realistic.
The graphics, however, are inferior to the Company of Heroes, although the cities are drawn in detail, and, as it has now been fashionable, the developers pay a lot of attention to all sorts of little things: the same rusty crane is dropped at home (just for no reason), then in the corner of the card a beautiful kindergarten Create ..
Interesting plot, beautiful videos and good graphics … Stop. Is this the most important thing in tactics? It is much more important whether in Cold War what will make us break our heads. Or in front of us some strange interactive movie?
The first "puzzles" appear before the fight. There are a lot of affordable troops, there is little money – you need to purchase the right set. If at the meeting they said that the enemy was sending heavy tanks to the battle, then we are, in principle, it is pointless to take equipment. It is much better to order a dozen rocket launchers – they are cheap and can hide in buildings and arrange ambushes. The choice, by the way, is far from always obvious … and intelligence will be mistaken more than once. Weakly three snipers tank blow up?
The following tactical solution is the modernization of technology. It is used, for example, if the reconnaissance aircraft instead of twenty infantry detachments I saw five armored personnel carriers. Like tanks of foot soldiers to kill? From the gun – it is pointless. The enemies will scatter and begin to fade from grenade launchers – here even a machine gun will not help. Faced with something like? We re -engage in old cars. The technique can either simply improve or change. For example, we hang on a tank stronger armor and instead of a gun we put a flamethrower, and for armored personnel carriers we buy a repair kit and camouflage. Now the infantry is not afraid of us – the tank quickly burns it. But he himself does not die even from a series of hits with rockets, his armored personnel carrier tirelessly.
However, money is required to convert the army. They will have to earn them yourself – with any mention of material goods, the command is ashamed and blushes to tears. This task cannot be called difficult, and no tactical tricks are required of us. Remember how we received resources in Company of Heroes? We approached the pillar, the flag rose, the soldiers patted their hands. The same thing here, only instead of fuel and ammunition – money, and instead of an evil enemy trying to pick up control points, cute and generous opponents who have enough of his good. We probably are fighting – our warnings are rich, oh how rich!
So only banal open battles can be called at least some difficult. And then – only at the maximum level of complexity the algorithm “chose everyone – piled an enemy” no longer works, so during the battle you have to break the field hospitals, send the snipers into reconnaissance, throw paratroopers into the rear, modify the equipment and generally do everything that is not Not a suitable computer opponent is engaged in anywhere. Although he causes a lot of inconvenience, but as soon as the scripts end, the tactics does not begin. The enemy rises opposite us and shoots before frenzy. Aptly, dog, shoots, but without fiction.
Here it is – the main problem of the game. The developers tried so hard to "do beautifully" that they seemed to forget in which genre they work. The game is interesting to go to the end, but it is not fascinating us not a solution to tactical problems.
Empty networks
Before Cold War, the developers talked a lot about the network mode. Promised that it would be no worse than a single -user campaign. We did not, of course, have high hopes, but we waited with interest.
Cold War has not shown anything fundamentally new. Before us, the simplified Company of Heroes is the same struggle for key points, only without construction (including fortifications) and on less curious maps. The battles pass very quickly, you can immediately buy any equipment and infantry, you do not need to develop at all. Even the points are captured instantly – just send any combat unit to them.
The network mode may captivate, perhaps you will play several dozen games, but in comparison with competitors it is weak. He should not hope for a great future. There are no kinematography players in the battles, but without it, Cold War is bored.
In addition to the lack of interesting ideas, there are no people on the server. Three or four player is pretty good. Usually you have a company only a bot.
• • •
Codename Panzers: Cold War – beautiful, light and very cinematic tactics in real time. Do not look for difficult tasks here, but try to just enjoy the performance that developers play for you. But if you prefer to turn off the screensavers, look around the briefing, and then rack your head over the mission for a long time, the game will disappoint you.
Verdict: Spectacular, but rather simple project, where the beauty of what is happening is more important than tactics.
In most cases, we only need to "take" key points. To do this is quite simple-for some time we move to a crowd to a flashing circle, and when we are nearby, we send ahead of the scout. If there are doctors in the team, then any infantryman goes forward, and best of all – the hero. He has a lot of health, and therefore, even if the enemy shoots from several machine guns, he will not die. If you use armored personnel carriers or you have engineers, then let the tank into reconnaissance.
Note: The best scouts are snipers, paratroopers and armored personnel carriers with an enlarged radius of view and camouflage coloring. They see further and at the same time hidden from the enemy.
Due to the abundance of script scenes, such tactics often does not work. The enemy simply will not show us a trump card if we do not attack the whole army. Therefore, it is important to properly place the troops so that it is difficult to kill them during an unexpected attack. Heavy tanks always go ahead, they are lighter, and at the very end there are armored personnel carriers. Keep them at such a distance that they can repair the equipment under the blow. Otherwise there will be no sense in them at all.
The infantry goes next to the tanks, but also in a certain sequence: in front of machine gunners and paratroopers (as the most useless), followed by machine gunners and snipers. Doctors go next to the armored personnel carriers and treat soldiers. Somewhere nearby you can lead rocket launchers (and put forward them when the enemy technique appears) and grenade launcher. The hero constantly changes his position. If he is already of high level and health, he can put forward. If he is still “small” and already wounded, then it is better for him to go behind.
In most cases, a complete set of troops is available to us, but sometimes the command complicates the task and does not allow us to use the technique. In this case, take three doctors, two – machine gunners and one – grenade launchers. A similar group is a huge headache for the enemy. If you do not put the attending units under blow, then the enemy simply will not be able to inflict significant damage to you. To take away from machine gunners even 10% of health will become a feat for him.
In some missions, we can buy troops right on the battlefield. If you take the infantry-do many, many doctors. They treat each other, and the enemy cannot kill them. If you can purchase equipment, then take heavy tanks and repairmen. In this case, you can leave the infantry somewhere else-it simply will not be needed.
When you collect a large army, do not drive a hero with you. If it is killed (and the enemy is constantly focusing on it), then the mission will be failed. It is best to keep it at the landing point and not move anywhere. In the rest of the territory, the enemy usually drives.
However, if you fight only a few detachments, then without a hero you will not be able to win. In the latest missions, he already has so much health that he can personally destroy half of the enemies. Put a medic for him and send to battle. You will see, it is extremely strong.
It happens that the enemy bombard your positions. But he is kind in his soul, so he indicates in advance the place where the bombs will land. When you see red smoke bombs, withdraw troops.
Do not forget that the abandoned equipment can be captured. When playing for NATO, look for broken Soviet tanks. Even if they have a little “health”, the hero can fix them. Build a repair workshop and put the trophy in order. During the game for the USSR, look for US artillery. She sometimes appears at the levels and, unlike her native Katyusha, keeps a blow normally.
Note: If you have captured equipment, you can jump out of it at any second. This is useful when the tank is already almost destroyed. Unfortunately, it will not work to do this with all cars.
And finally – do not rely on autosa. They sometimes work in very strange moments: for example, a second before the powerful bombardment. So that we can once and again enjoy the spectacle, as our troops mix with concrete, earth and grass ..
Follow your hands
Immediately after the Cold War release on the forums, as usual, comments appeared, they say that the developers did not come up with anything new and stole everything with competitors. Main argument: “Take a look at the interface!»Take a look:
The following phrase: “Now look what happened in Company of Heroes three years ago!". We look:
In this place, the author of the "revelation" puts a dozen exclamation signs and significantly falls silent.
We will continue. Pay attention to two other interfaces.
Codename Panzers, Phase One:
2004
Codename Panzers, Phase Two:
2005
However…
In the campaign and the network game – the same troops. Only there are no heroes, otherwise – a complete similarity. All combat units are described below, so you can use them both in missions and in battles against other players.
Automators. The most useless soldiers in the army. They do not exceed other troops in anything. They shoot at the infantry much worse than machine gunners, deal with tanks uselessly (more precisely, they practically do not inflict damage to them), while they cannot be called universals either. Unless they do everything equally bad … You need such a detachment?
But if they gave it to us, then we will try to extract at least some kind. Motorists can take damage. They die no worse and no better than others, but they are not at all sorry. Moreover, the enemy often shoots precisely at them-they stand quite close to the enemy.
The machine gunners have a unique skill – a throw of the fragmentation grenade. Although he causes a rather modest damage (for playing with realistic physics it is strange – an explosion in the thick of opponents may not even kill anyone), but it destroys shelters.
Doctors. Must be in any army where there is at least one detachment of infantrymen. By firepower, doctors do not exceed machine gunners, but quickly, at a distance and during shooting, restore health to any group. And it doesn’t matter if the soldiers died in the detachment or everyone is alive – doctors will make up for their health to maximum.
The only drawback is that the rest are often advanced forward, because of which they die almost instantly (the enemy loves to focus the fire on them) and leave the entire army without support.
This is advice: Put doctors on a separate hot key. So it will be much easier to divert them from the enemy and hide them behind the tanks and backs of the allies.
If you are defended or fight with a huge crowd of enemies – build a first -aid post. The detachment stops shooting (and he did it, to put it mildly, weakly), but heals much better. And the usual infantry on the tent shoots only a third or even a quarter of strength. Use the first -aid post and when it is necessary to save a detachment from death.
Engineers. They know how to mini (useless skill, which will be needed in only one mission), extract explosives (it will also come in handy a few times), make infantry barriers and other funny, but completely useless things.
Usually, if we have to defend ourselves, we have fifteen seconds for preparation, a maximum of twenty. During this time, you can have time to put three mines. And they will not explode one heavy tank, why waste time and spend money? I'm generally silent about barbed wire. She is somewhere beyond good and evil.
However, on a scale of uselessness, engineers are not on a par with machine gunners. They have one skill – to build a technical center. This is something like a first-aid post, only for repair, not treatment. Restores armor and replenishes the ammunition.
The rest of the detachment is quite useless. Shoots weakly, dies quickly.
Flamethrower. The worst soldiers for enemy infantry. The flamethrower causes tremendous damage and kills enemies in just two to three seconds. That's just to start burning, you have to come close to the victim closely and closely. Even a lone machine gunner will not allow this – it will kill very quickly. And in large -scale battles, flamethrowers have no place at all. The enemy shot at them with the whole crowd, and that’s all – pyrotechnics today will not be.
I do not recommend taking this detachment. He certainly causes damage perfectly, and if you get to the enemy, then everything will be wonderful, but it rarely succeeds. Very rarely.
Note: Beware, enemy flameters can appear unnoticed and the devil knows where. It is worth watching for troops how you will be left without infantry or lose a hero.
Machine gunners. Inflict the most severe damage to the infantry after flamethrowers. But unlike them, guys with machine guns shoot much further than many other soldiers. Machine gunners, doctors, rocket launchers and paratroopers die only on the approaches to them.
Power + range + rate of fire. This machine gunners attract attention. If you fight only against the infantry, then take four, or even five detachments of this type at once. Aimed, shot – the enemy is killed. After a second we choose another goal. Only do not forget to take doctors – they will come in handy.
Know machine gunners and dig. However, they cannot move, but they practically do not receive damage from bullets. But tanks and rocket launchers destroy such shelters in three seconds. Be careful.
The paratroopers. The main advantage is invisible at a great distance. Can be used for intelligence, but more often we just have nowhere to go. First, one of the heroes is the paratrooper. Secondly, if we call infantry reinforcements from helicopters-these are paratroopers. If we play on the territory of the enemy, then almost always in the army – paratroopers.
They cause damage to scanty, do not really know how to do anything, and therefore we send them to the machine gunners. Let them walk together and cheerfully take a blow to themselves. In rare cases, they are used as scouts, although snipers are more suitable for this role. They, if they re -enemy, at least shoot him at him. These are the same time while they open fire ..
Take to the mission – I categorically do not recommend.
Mortar. Magic detachment. His mortars are able to recognize their and strangers. The allies of the fall do not feel, the enemies – fly into the air and lose a third of health. If the enemy holds the detachments tightly, then everything is caused.
Mortemeters are suitable for the destruction of stationary guns. You have to move away, open the card with snipers, speed up time and shoot. We waited fifteen seconds and moved on. Comfortable.
I really love these soldiers, they greatly make life easier in any battle. So if there is an opportunity, be sure to take.
Snipers. They see perfectly, shoot aptly, take about one fifth health at a time. In addition, they are very difficult to notice.
But snipers must be learned to use. When they just run with the whole army, there are not so many benefits from them. Well shoot, well from afar. It is much better to take machine gunners – in an open battle they have no equal.
Snipers must be planted in buildings, hid, let into the rear. If you have several such detachments, then they need to interact. With the right game during the defense, you simply will not let the enemy come – the whole infantry will die long before the control point, without understanding who shoots.
Snipers' abilities are quite trivial. The main of them is to build an observation tower, but without soldiers inside it does not work, so it is extremely rare to use it. Basically – in order to bring the mortar to the target.
Grenade launchers. One of the most useful detachments in the game. In addition to the fact that he is practically the only infantryman is able to destroy the tanks, it is also ideal for the destruction of shelters.
Grenade launchers can also fight with infantry in open battle, but machine gunners and mortars do it better. So during the battle, if there is no enemy equipment around, hold them behind. They will not do anything serious anyway.
Armored personnel carrier. Perfectly destroys the infantry, but quickly loses armor even from automatic fire. The game is used as a repairman and transport. Therefore, you need to immediately buy a reprimatum and, if in the game you can swim somewhere,-improved caterpillars.
In some missions, if you make five or six armored personnel carriers, and then teach them how to repair them, they become almost immortal. Thanks to this, they are excellent even with tanks – they are destroyed from machine guns. The World in Conflict has such a thing as “drill” the enemy – here it is perfectly demonstrated. I hope the developers will fix it in patch.
Mobile artillery. In Russians and Americans, it looks different, but it acts the same. From a long distance, it causes great damage to everyone in the defeat zone. It recharms for a long time.
American artillery is more armored and shoots single explosive shells. Sovetskaya dies very quickly, but it hits much more powerful.
If possible, take. The computer is often stupid, and therefore does not move the troops from the place, and they die under the broken shells. Artillery is generally in many ways like mortars.
Tanks. Divided into three types – light, medium and heavy. Differ in the strength of the armor and the power of guns. The heavier the tank, the better it is. Therefore, in the latest missions, there is absolutely no reason to use the initial technique. But we cherished it, raised it in levels, and the developers simply took it and made it useless.
The tank is best suited for any tasks. All infantry fades in front of him. Therefore, first of all, dial them and repair armored personnel carriers, and infantry on the remaining glasses. So far, with a balance in the campaign, not everything is okay ..
Intelligence. Perhaps the most useless ability. The helicopter freezes for a few seconds over the selected territory. It costs quite expensive, and knocking it down very simple. In addition, you can open part of the card using paratroopers and snipers.
If you were already given, then you can use it (although you will have to spend money for each flight), but I do not recommend it separately and purposefully.
Aviator. The plane throws a bomb on the selected area. If there are several tanks in this place, then only one thing is blowing. BTRs from this die, light tanks almost completely lose their health. With heavier cars, you yourself understand, to fight so is quite difficult.
In the early stages, the airier still helps somehow (however, it is expensive to buy it, because the army will have to be sacrificed with tanks and strong infantrymen, and this is sad), but there is no use from it at all.
Furning with napalm. The plane throws up incendiary bombs to the selected territory, which for a few more seconds cause damage. The tanks practically do not suffer from this, and the infantry does not pose a strong threat. Spending a hundred coins on Napalm is unprofitable. Use only in extreme cases and never take at the very beginning.
Support. A box is discarded from the helicopter, which replenishes the health of the infantry detachment or the armor of technology. Unfortunately, only for one detachment acts, so take it aside and choose it to support it. Otherwise, the computer can help not to the one who should.
This is a very good skill, and it is primarily to use it for the treatment of doctors (if you have only one detachment) or an armored personnel repair. The enemy usually causes damage on them first of all, but they cannot restore themselves. Therefore, always take support before the mission. It can be useful even during the battle if your doctors and repairmen cannot completely restore an important detachment.
What is shown today?
What could be more natural – the Secretary General of the multimillion -dollar state removes the boot and beats them along the podium before the leaders of a dozen other countries? Nikita Sergeevich does not agree, Nikita Sergeevich launches shoes. Wonderful. And the mother of Kuzma then who?
For us, the phrase “show Kuzkin’s mother” is intuitive, even though few people thought that it was for Kuzma and what his mother is so terrible. But how to translate this expression to a foreigner, and instantly, without hesitation? So there was an awkward phrase about Kuzma’s Mother, which the Americans puzzled for a long time.
Nikita Sergeevich really liked this idiom, and he repeated it more than once. Subsequently, “Kuzkin’s mother” was already translated as “we will bury you” (We’ll Bury You) and “We will show you that https://bronze-gb-casino.co.uk/ there is something” (We Shall Show You What Is What). But before that, the threat of the "show" really scared the West. It is not clear what exactly the Soviet Secretary General wanted to say – maybe this is a bomb such?
The origin of the idiom is still not established. There are three versions.
First. Kuzka – pest of bread cereals. To look at his larva (that is, mother), we must deeply dig the ground. For peasants, this is a small tragedy.
The second. In some Russian sayings, Kuzma is a bad guy, a scoundrel, a villain (“Our Kuzma beats everything from evil; Kuzma does not threaten: Korchma does not tremble”). His mother is here only despite the fact that his son could inherit a heavy character from her.
The third. Kuzka is a whip that the groom put on his boot on the wedding day. If the wife behaves badly, then the husband will show her who is the main one in the house.