Well, we’ve had the time to test out the patch for M1TP2 and make some final
assessments. I’ll cover what’s changed, what
hasn’t, and how it affects the overall gameplay
experience. The short version is that the patch delivers
pretty much as expected. Let’s cover the specifics,
though.
The TC’s "Outside Hatch" position finally realizes
its potential – and in grand style. Before, you had
no frame of reference as to what direction you were
pointing. Now you can see the entire turret underneath you.
Technically it’s difficult to see most of the front
of the turret from this vantage point (unless you’ve
depressed the .50’s barrel all the way down), but you
have more than enough reference features to know which way
you’re facing.
Now if your only concern is weapon efficiency, you can
leave the gun stabilized, and it will behave very similar
to the way it did before the patch. But if you really want
to get a sense of immersion, hit the "K" key to destabilize
the gun and you’ll be in for quite an experience. The
gun’s barrel will tend to deviate by a very small
amount after each shot, not enough to have much affect at
say 300 meters, but at around 1000 meters being accurate
while blasting away is appropriately difficult – and
this is if your turret and tank are stationary. In a moving
battle, things get really wild. You can totally see the
tank and turret bumping and rolling beneath you. Then just
try to keep the muzzle on target the next time your Abrams
hits a sharp bump at top speed. You’ll really lose
control of the gun for a moment there.
When the gunner rotates the turret to engage a new target,
it also throws your aim way off. Better be careful how you
aim that thing if there are any friendly vehicles around.
An occasional annoyance here is that sometimes the gunner
will constantly switch back and forth between a couple
different targets if they’re starting to disappear
behind a terrain feature – making it unnecessarily
hard to use the .50 in those cases as the turret keeps on
moving back and forth. Enemy tanks also don’t rock
and roll back and forth anymore when you hit them with the
.50 cal. Enemy aircraft seem to be more resistant against
damage from the .50 as well.
Then of course, there are the "new" options for this
position: the binocular view and the night vision goggles.
The addition of binoculars helps improve the
commander’s situational awareness greatly, and the
NVG’s help you use the .50 cal more effectively at
night. These aren’t the same as thermal sights,
though – so putting them on in the daytime
isn’t going to be a good idea! You can use either
binocs or NVG’s, not both at the same time.
Similarly, you can fire the gun while using NVG’s,
but not while using binocs. The only real complaint here is
that panning your binoculars around is limited to the same
range of motion as the .50 itself. In other words, in
certain hull-down conditions, you may not be able to aim
the binoculars low enough to look downslope. This can be an
irritation.
A couple last notes about this position. If you’re in
this position while under fire, you (the commander) might
indeed get hit and killed. If so, the gun and your view
will seem to "slump over" and no longer be controllable
– much better than the gun merely not firing when you
pull the trigger. Also, it can be pretty wild when you and
the gunner are both engaging the same group of targets.
Seeing the main gun fire while you’re blazing away is
quite an experience.
Now the commander’s position can be a real asset! Not
only do the gunner and loader obey your orders about ammo
type and whom to engage, but the TC announces targets
properly, too. The previous problem mentioned about the
endless "Gunner. Tank. Designate" response to hitting the
designate button has been cured. If you aim at empty sky
and try to designate, nothing will happen anymore.
Furthermore, the TC now has a full vocabulary of target
type announcements, including "BMP", "Vehicle", "Helo" and
"Troops".
Issues that are still present are that the CITV joystick
panning is such that it’s difficult to make precise
adjustments, and the IVIS display still shows you much more
territory to the east and west than it does to the north
and south. The best solution for players on these issues is
to use the CITV only for it’s intended hunter-killer
role, and to flip frequently to the strategy map to check
for contacts instead of relying on the IVIS. A word of
advice to would-be TC’s: how long it takes your
gunner to hit a target – especially a moving target,
is in direct relationship to his skill. You’d be well
advised to cherry-pick the best gunner in the platoon for
your tank if you want to make good use of the hunter-killer
ability.
Lots of smoke in the game now, too. Friendly and enemy
units will sometimes pop smoke as a "panic reaction" if
they get hit, to buy them time until their allies can
eliminate the threat. However, this means that you’ll
occasionally see units popping smoke at potentially awkward
times – like when they’re advancing. At least
both sides are using it now, although I have to admit that
the way iM1A2’s AI for popping smoke seems more
logical – perhaps whether a unit uses smoke as a
reactive or a preventive measure should be a factor in the
skill of the vehicle’s crew. This is a minor point,
though. Artillery smoke makes its appearance in the
high-detail setting version. In our beta version of the
patch, arty smoke is fairly weak in its thickness and
effect, but Tim Goodlett tells us that it’s been
beefed up for the release patch.
Speaking of artillery, enemy artillery is now a serious
threat. Before, you could pretty much ignore whatever the
enemy threw at you – which always seemed to be
standard high-explosive (great against wiping out your
infantry but not very useful against tanks). It seems that
you’re much more likely to get hit with deadlier
artillery volleys now – including top-attack
munitions. Mostly they will do peripheral damage, like
knocking out your optics and such, but I did lose my #4
tank to a top-attack round during one volley. All those
delicate external optics and such are also much more likely
to get damaged now by the autocannons of a BMP or AAA gun.
Their guns aren’t likely to kill you, but they can
make you more vulnerable to someone else – just like
the manual says.
Another view of the outside hatch. Click for larger
While there may not be a driver, and the "Turn
Right/Left" commands only work in fairly large increments,
the team has finally implemented a "Hull to Gun" or "Come
to this heading" command, finally allowing you to fine tune
your driving.
Joystick controls have been fixed. The thermal sights
don’t flicker on and off anymore. The laser
designation button works. The hat works at selecting ammo.
The joystick responsiveness has been tweaked a little to
give you a little finer control from the gunner’s
position when engaging moving targets.
As far as ammo selection goes, the whole issue with the
"battlecarry" round has been fixed. You can switch to the
coax gun and blaze away at soft vehicles or troops. While
you’re doing this, the currently loaded round is
indicated by a dimmed indicator for that type of ammo.
Switch back to that round and the loader will promptly cry
out "Up!". You’re back in business without restarting
the loading procedure.
The commander’s vision blocks are pretty much
unchanged. The team at MPS deemed that making big changes
here wasn’t worth the time and space it would take to
do it. By hitting the "G" key, your view will line up with
the main gun, so players have at least some reference.
Other changes include making it easier to improve your
crew’s quality through promotions and medals.
Helicopters from opposing sides will engage each other as
well as enemy ground units. Hitting "L" in the map screen
will delineate the map contours better to help you read the
terrain features better. Finally, multiplayer games should
now work better.
A couple of potentially serious bugs still persist.
While the game is running in Glide mode, Windows 95 is (of
course) still running in the background. The game blanks
out a roughly 1280x1024 section of the Windows desktop to
prevent you from accidentally starting another program with
the mouse. However, for those of you running higher desktop
resolutions on a 19 or 21-inch monitor it is possible to
move your mouse outside of this blanked region and
accidentally click on one of your desktop windows. When
this happens, Win95 will try to seize control back from the
game and it will unceremoniously dump you back to the
desktop with a fault.
This became evident on the test system because the 3dfx
card and the 2d card are each hooked up to separate
monitors – so it’s possible to see what Windows
is doing in the background. The best workaround for this is
to not use your mouse for view panning or aiming, and close
all your windows before starting the game. Hopefully the
team at MPS will develop a solution for this problem soon
– although only players with desktop resolutions over
1280x1024 are likely to be affected.
The other bug that comes to mind is in the strategy map
screen. As it turns out, the clickable area of the strategy
map actually overlaps with the buttons on the bottom menu
bar. This means that it is entirely possible – and in
the heat of battle, pretty common – to accidentally
set a waypoint at the bottom of the map AND switch to the
next platoon simultaneously. This means that you have a
platoon with a bad waypoint setting – probably at a
critical time – and you’ll probably have to
toggle through all your other platoons before you can fix
the first one. Apparently the amount of work necessary to
fix this is beyond the scope of the patch, and will be
addressed in the upgrade.
While I can appreciate that it might be a difficult
problem to solve, hopefully the team will consider
releasing a patch to cure that problem at some point
without forcing the player to buy the upgrade – since
it can be a serious source of frustration. Best workaround
here is to totally avoid using the "Platoon" or "Vehicle"
menu-bar button, and instead stick to the keyboard "F11" or
"Shift-F11" shortcuts.
What’s the final verdict? It’s not a perfect
game. Specifically, the strategy map – while very
advanced – still suffers from interface problems that
can be a real frustration. The features the map offers are
good, but it could use a thorough reworking, which may
happen in a future expansion. It especially could use a
"Plan while paused" mode to allow the player to make better
use of friendly units and to reduce the consequences of a
mis-click or other momentary error.
Having said that however, the team has indeed delivered
on their promises, added a few extra features, and done it
all within a reasonable time frame. No tank simulation has
ever provided this degree of immersion or excitement, nor
have any raised the bar in as many areas. The patch fixes
the worst game problems, improves the already awesome
commander’s gun position, gives us the best CITV
simulation ever put into a tank game, and generally makes
the game more accessible to a wider variety of players. M1
Tank Platoon 2 gives Microprose a repeat victory in setting
the standard for modern-day armor simulations. Add to that
the possibility for a series of expansions, and one can see
that Microprose has a very good chance to make M1TP2 into
the Falcon 3.0 of armored warfare.
If I receive the complete list today I'll post it today.
But there are a few surprises here according to Microprose,
in the form of requested features that they weren't sure
they could squeeze in. Good news! Finally, if you need a TM
configuration click HERE
Download The Battle of 73
Easting, but from the Iraqi side! No changes in force
levels have been made. By John Sponauer. Place in your
\Battles\Gulf directory. See Johns M1 TP2
Hacking Page to discover how to edit and create your
own missions.