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gpbmike

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Angle of Incidence Equals Angle of Reflection

This weekend I played a lot of Theatre of War 2: Africa 1943 due in no small part to it being on sale last week for $5 on Steam and me having a wife that watches my spending habits like a hawk. It took me a while to warm up to. The first few plays were bogged down by the game being a terrible system hog and me, despite going through the tutorials, having no idea how to play. Originally I was using the "autodetect" settings but after a while I had to turn it down to their "medium" tier. Even then I had to go back and manually adjust some things lower so the framerate didn't become unbearable in larger battles. With that under control I put a few campaign missions under my belt while struggling with the seemingly random difficulty. One game Rommel's tanks will roll right over me without even looking back to see what they hit. On my next try I will destroy the entire enemy force without them reaching the town I'm defending. There doesn't seem to be much middle ground and it all seems to revolve around the tanks. One tank can roll through a town of infantry without a problem. It's really more of a tank RTS. The infantry just get in the way. Last night I started to feel like I was missing something so I looked around for a game manual. 
 
I eventually found the 78 page beast on their website and came across this diagram showing how angle of incidence affects shell penetration. I think it sums up the attitude of the game pretty well.

 PHYSICS!
 PHYSICS!
You'll often see tank rounds and small arms fire ricochetting off of armored vehicles. It's a nice effect that we've seen before and it's done well here. It adds to the tension and sometimes frustration of battling it out across the dunes. 
 
I'll probably be playing more this week but I'd really like to try Codename: Panzers - Cold War, as I'm a fan of that series. Unfortunately, it costs $40 and would take some haggling.
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