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The sound effects in Cossacks are passable, but they're definitely not anything amazingly special.
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On the plus side, every single side in the game (of which there are a ton) has a unique look, which is a Very Good Thing. This is most annoying when dealing with the Academy, where you do the upgrades and there are a ton of tough-to-differentiate buttons. Because it's see-through, if you click somewhere that's not a button, you end up interacting with whatever's behind the interface in the actual game.
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I do wish that the designers of Cossacks had paid a bit more attention to the way they rendered the UI, however. Indeed, it usually ran too fast for my tastes - but that's a comment for the Gameplay section. And the engine never hiccuped on me, even when it had hundreds of units on the screen battling. Valleys can be made into chokeholds, and so on. It occasionally causes some weird graphical issues, such as the 'foundations' of buildings sloping weirdly up hills, but it's a nice idea nonetheless, and ends up working much as you'd expect. The major difference between Cossacks and most RTS game engines is its use of true 3D terrain. The absolutely massive battles do nothing to help this, especially when they degenerate into a gratuitous mob rush. While a relative lack of variance is understandable - there are only so many ways to draw 'guys on horses', for example - it is still something of a drawback. The prerendered units are pretty self-similar, almost to the point of annoyance, but after playing the game enough, you'll be able to tell the difference between the various unit types. The graphic engine does support some nice effects, though, such as the smooth-edged fog of war that is considerably more 'round' than in most games. But then we repeated the call without failing this utility and it ended up working, and that gave us the momentum in the end to close it.Like most games of the genre, Cossacks: European Wars uses pre-rendered units on an isometric map. So we completely missed the timing and lost the round. The best thing that happened in this T side was that we fucked up one round so bad, where we dropped some smokes in T spawn and we couldn't find it, we kept running around. To me, it was pretty hectic on freezetimes, then I tried to get the grasp of the team again, but then we took a timeout and it was AMANEK talking, and it was a bit confusing at the start.īut then we went a bit in our own game and won a couple of decent rounds. What were the problems that you encountered in the second half of Mirage and how did you eventually manage to close it out after NAVI mounted the comeback?Īt some points in the T half I kinda had the feeling in the back of my mind, I could feel it that these guys had a lot of tension playing against NAVI, and I could feel that these guys felt we were going to 2-0 them. It's obviously been such a short time.ĪMANEK to stand behind G2 in IEM Katowice semis
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But it was okay, after the map switch we had a small discussion on how to improve it a little bit, still, and going into tomorrow we need another discussion. He just arrived and we had to focus on the prep in this game, so we didn't really talk too much about how he should be. We had a really brief discussion with him. Did he get a pep talk from XTQZZZ, or how did he contribute? I saw in the timeout that you took just before you closed the first map that there was a lot of talking from him, which came as a surprise considering he only just stepped in. As soon as we went back to our own gameplan everything went well. We had a really good plan on CT as well, I feel like it was one of our smoothest map picks considering that all the things we wanted to do on gunrounds worked, and when we played to lose we started losing. I feel like if we stuck to our plan the whole T side would have been more clean, but we still managed to get 10 rounds.
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In the end the game was 10-2 and I feel like after that we kinda lacked focus, we started doing all kinds of things and people overcalled each other and got maybe a bit too hyped to close out the half. Then when I had the feeling that they're going to play 3 B, we transferred towards A, and I think everything went according to plan. We had a good plan on how to go B, at least at the start. Was there something in particular in your game plan that you had in mind for NAVI on the T side of Inferno? It seemed on the first map especially that it was quite straightfoward. The Finnish in-game leader also spoke about the contribution of François "AMANEK" Delaunay, who was brought in ahead of the semi-finals in case the team needed a player to step in and stood behind the European side instead of Rémy "XTQZZZ" Quoniam, who tested positive for COVID before the playoffs. Aleksib could feel the atmosphere in the team was tense as they were about to take down NAVI