
Unity of Command II is the sequel to one of the most critically acclaimed strategy games of all time; a game critics called 'the perfect gateway' into computer war games.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, German, Russian, Simplified Chinese
Engagement
Hours played at review time, across 46 reviews with recorded playtime.
Reviews
Themes across 46 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
No saving in a game with: -Random chance -Nebulous rules -AI that understands the objectives and will actively screw you over to make sure you don't get them. Even if it loses them the scenario. -Long set up times -punishes you for misclicking or making the wrong choice I could go on and on. I want to like this game so much but it feels like the developers want the player to suffer as much as possible.
游戏是好游戏,但是德军架空线太傻逼了,永远都是前期势如破竹然后最后一个场景来个苏军/盟军大反攻,然后给我一个烂完的战场形势/部队位置/补给情况去打,这是真鸡巴弱智。尤其是堡垒行动的魔火行动这个场景,更是傻逼中的傻逼,他妈的奥拉宁鲍姆桥头堡,一个被包围的口袋;列宁格勒,一个被围困2年陷入饥荒的城市,他妈的第二突击集团军和列宁格勒方面军能有十来个将近二十个精英单位,比德军北方集团军群加起来都多,算上包围圈外的季赫温方面军和沃尔霍夫方面军,整个场景苏军能有将近四十个精英单位,我还没算成千上万的老兵单位,你他妈的在逗我玩吗?那我他妈在堡垒行动南北线消灭的一大票精英步兵和装甲部队算什么?你单纯单位多我没意见,你妈逼苏军机械化单位一组建就是300经验是吧?西伯利亚的冻土里每天会长出8攻5防的精英单位是吗???
So I gave this game a few tries, and I was getting into it- it has a unique style, smooth play, easy UI, though some more thought could have gone into that. And a kind of a catchy flow. Though well into my first campaign I noticed a huge "supply" issue. (thus putting the pain in campaign) No matter how I placed my supply hubs, or how many trucks or supply points I have in service- there are NO fully supplies units on the field... even when their sharing the same tile with the actual supply hub. Now I understand the purpose of logistics in these types of games, some are very unique, and press home the idea that w/ out supply - you can't move. However this little logistics puzzle in UoC is obtuse and meaningless. In many other titles of this genre you are punished for pushing troops beyond supply- feels right, and sometimes as a commander you have no choice. But in UoC you are punished turn after turn regarding lack of supply. My logistics points are cranked to 11.. Yet my troops are getting hammered because they're out of range of supply.. that's actually sitting next to them... or a hex or two away. As such, you suffer penalties on attack and defense, and of course, can use no special unit abilities you were eyeballing during the planning stage. You troops just go limp. I've tried several approaches to this issue always landing in that same spot- unable to play the game any further. You tubers play along and pay no mind to the supply really. But further on they too are frustrated over this easily adjusted problem. It's not horrible if their getting 8-9 points and can still fight. But as you move forward and place more supply hubs/trucks it slogs out jus the same.. and soon their "out of range" .. and useless... it really hassles game play. Some other titles handle this automatically.. and make sure you "check in on supply routes" to keep you honest. Others have a satisfying notice that you've resupplied a unit in need; and now your strategy adjusts, and you move forward. UoC provides no strategic approach to supply, so having the adjustable clicker cranked up, or mulitiple trucks and total ZOC still has no effect. The graphics are very cool. The combat sounds are the same for each unit.. pretty much. No clanging hits to tanks, air power is uneventful and much like a fart in a fan store- there and gone. Oh .. and though your aircraft has range.. and you naval power too has reach.. they can only fire upon certain targets that the game allows.. unreal!. The other sounds had me thinking "casinos" because they really are sounds from casino machines... the real cheesy ones. It clashes hard with this WWII genre, and has me reaching to put quarters in my PC. This and other blocky & shallow features has me putting this one into console land. If you're a collector of these types, get it on sale, but trust me- if your a hard core 4x WWII gamer, I don't think you'll have fun on this one. Though certainly cool to look at. 5/10
Si te gustan los juegos de estrategia militar, "Unity of Command II" es de esos que te pueden enganchar muy rápido. Tiene una curva de dificultad muy bien medida. Arrancás entendiendo lo básico, pero a medida que avanzás el juego te obliga a pensar cada movimiento, cuidar las líneas de suministro y planificar varios turnos por adelantado. Cuando perdés, casi siempre se siente que es por un error propio y no por la dificultad del juego en sí. El gameplay es ágil. No se vuelve pesado ni lleno de menús innecesarios. Es fácil de aprender, pero dominarlo lleva bastante tiempo, ahí está parte de su gracia. Muy recomendable tanto para los que recién quieren meterse en el género como para los que ya tienen experiencia y buscan un desafío bien diseñado.
Too much content locked behind DLC's. Shameless money grab. Having to pay for Russian, German, Italian, Polish, Finnish and even French content is a slap in the face for a WWII sim. All you get for the base purchase is 3 small Africa campaign's and then 1 grand campaign of the invasion of Sicily/Italy going into and thru D-Day (only played as US/UK, you're going to have to pay for anything Axis or Commintern related) to the ALMOST fall of Berlin ... but not quite. Berlin costs extra...
10/10 (时间杀手) 非常优秀的战旗类游戏,我玩过e社和p社的作品,对我来说,e社的太简单,p社的作品上手难度太高而且也不是战旗类,而统一指挥2的出现让我眼前一亮,我朋友很早就为我推荐过这个游戏,不过我一直懒的玩,直到前段时间打折,拿下了本体和闪电战和巴巴罗萨的DLC。游戏很耐玩,我玩了这么久也才刚刚做到以简单模式通过西线大捷,因为我比较追求完美。 游戏的特色: 首先游戏中战旗的建模优秀,加上配乐,一种精致感油然而生,而且游戏的战役基本上都是按照历史来布置,真实的部队番号,真实的指挥部等等。游戏有着明显的补给线机制,我们玩家进行的战术都是围绕着补给来展开,比如说通过建立补给站在敌后战场,切断敌方的补给线,抢占公路铁路,让敌军缺少补给,然后大军合围;游戏同样非常耐玩,部队和指挥部有成长机制,可以增添特种部队,各种指挥部指令诸如修桥建桥炸桥,强渡,佯攻,炮击等,还有各种增援比如空袭,考验脑力,在游戏本体中西线大捷中,分为了if线和史实线,关卡量大管饱,保证20小时以上的游玩时长。而且游戏中内置了教程,和长达百页的PPT图文结合,详细介绍天气,地形等影响进攻的高阶玩法。 缺点就是有一定的上手难度,比p社简单比e社难。 总的来说,值得拥有,打开了就玩得停不下来。喜欢策略类的游戏的必玩的不可多得的佳作! 而且游戏还有更多的DLC。
I tried unity of command 2 at first i thought cool lets do the basic tutorials and then played tutorial campaign and refunded. I never seen something so dumb , one unit hits your supply line and well everyone now is unable to attack ever to re-establish supplies beyond this point .. every unit beyond this point has to retreat and because they all run out of ammo magicly because a disorganized squad hit a railway behind enemy lines with no ammo either and then everyone in the front runs out of supplies magicly to in a single turn and the only move you can then make is a full on mass retreat. Want to add supply trucks? Well only on these railroads who barely cross 10cm into the map you have extra trucks like in the tutorial but the railroad oil supplies are only only allowed 5 hexes in so what does it matter. Someone out of supply at the edge of the map without any context randomly or starving next to a supply line? Well good luck figuring that out even when it says supply is 1 - 10 he will be unsupplied somehow but the tutorial on supply told otherwise when within range it should technicly still be fine. Holy is this dumb , wargame disguised as a bad puzzle game with the most non-sensical arbitarary supply rules imagineable.
great game. wish it had more campaigns for base game
确实挺好玩的,玩一关我都感觉累,随机有点强,而且还不能sl。难度挺高。这个补给系统应该挺特色的了,断别人补给很爽。同样己方也会被断,有时候本来应该能拿下的目标,一被对面断补给前进直接停滞。德军好玩单个师作战能力比盟军强,老兵多打出突破口断补给截增援是真爽。史低入肯定不亏。部队番号也是真考究了
+1
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Trends
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Engagement
DAU/MAU are modeled from peak concurrent players (≈×8 and ×28) — Steam publishes no active-user counts, so treat these as rough estimates, not reported figures.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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