Most of you are talking about simple things a patch in 'WEEK TWO' will fix. Seriously week two just begining and your complaing that the game is broken, its a wonder you get out of bed in the morning. Emos
A strategy game with the strategy part ripped out is what this game seems to be.
This is blantently not a FPS, but a Real Time Battle Simulation so if you truly think that and aren't just trolling then in all honesty you have no idea how to play it. So here is a few:
- Go air and blanket bomb or harrass mechs
- Go land and rush for control of early mechs to gain a significant lead and then build more factories
- Go ACU and attack with my super avatar to annihilate the enemy
- Go structure and turtle up a bit to build my base and get some experimentals or powered land units
- Go Navy and attack behind the enemy line
I have tactical opportunties to complete my win and thanks to the tech tree each unit has different uses that the enemy cant initially see.
Basically this game offers a lot of strategies to win, some unique to individual factions.
Everything that has been described are feelings that ran through my head when I first started playing. Number of units, Graphics, Tech Tree, Size of maps, Experimentals feeling cheaper, Air units being to strong and the ACU scaling badly, but these are minor issues and once I appreciated what had been fixed compared to FA and what else had been brought to the table my initial concerns were not necessary.
A few bug fixes and I'm confident we will have some solid online matches.
1) Experimentals
2) Graphics
3) Effects
4) Variety
the list goes on endlessly
units
aircraft are stronger than tanks
people who don't want 'strategy' in there strategy game, people who think C&C is the perfect RTS, and the graphics engine has so many telltale signs of severe and terminal consolistis
1) Experimental's were great in the original and I admit I initially was very sceptical, but if you want a good RTS battle you have to go online and online you rarely if ever bought an experimental except in 20nr x2 resources noob games and if I joined one of them I would fire 10 nukes on the 21st minute and its game over. Basically they looked great, but with the exception of the Monkey rush (which wasnt really a valid strategy TBH) nobody used them. They needed fixing and this was the solution, sure it removes 'some' of the power, but they are still fearce.
Bomb Bouncers are a UEF's worst nightmare
I think the only faction that got it in the experimental neck is the Cybran, but the way the game scales you rarely just use one experimental. They are now the line backer used to provide huge DPS in certain areas of your army rather than the centre forward or striker that goes off and wins the game on its own (which many perceived (incorrectly) Experimental's as being FA)
I could go through each experimental giving its strengths, but just go play the game yourself and see.
2) 3) Graphics and effects (same thing) and yeah they havent been advanced and I join you in hating the models, but this is the way of all games currently, Consoles are like 70%+ of the market and big manufacturers with non dedicated fanbases (which this no longer has) cant afford to ignore that, get over it.
4) Variety, well I have one word for you 'Balance'. Everyone is TA one competitive matches with Pee Wee spam. Thats the lowest T1 unit and thats what everyone whined about in FA and your now complaining about in this.
Unteched units are weak, but they are supposed to be else teched units wouldn't do much would they (that word again 'balance')
Starcraft 2 has a number of units, but they have spent how long (two years?) with the pro's trying to perfect balance, which will still be off at release I guarantee.
Aircraft are stronger than tanks in reality. The only thing thats broken is the AA in this currently, but that wont be broken for long and as stated in my previous post, people throw C&C around as being a weak RTS without any clear understanding of why, sort of like a schoolboy comment really.