Starbuck1975
Lifer
- Jan 6, 2005
- 14,698
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Yeah, but they also still live in their mom's basement and work at Chucky Cheese.The better players out there are finishing games within 15-20 minutes.
Yeah, but they also still live in their mom's basement and work at Chucky Cheese.The better players out there are finishing games within 15-20 minutes.
Originally posted by: Starbuck1975
That being said, going on the offensive drives me absolutely insane...I can build a 300 unit, well balanced force, and watch it get wiped out in a matter of seconds...not because I am poor at micro managing units in combat, but rather because it is nearly impossible to locate units once they are in the combat fray...that, and the unit pathfinding is terrible...the formations option is absolutely essential, but good luck getting your units to stay in formation when moving...if they encounter a hill, obstacle or any other object in their path, they tend to scramble...and become easy pickings for enemy units.
Well, SC does follow the tried and true formula of controlling choke points and key areas on the map to ensure victory.It's mainly a game for true hardcore RTS fans. Casual RTS players aren't going to find much to like about it.
Originally posted by: Starbuck1975
Well, SC does follow the tried and true formula of controlling choke points and key areas on the map to ensure victory.It's mainly a game for true hardcore RTS fans. Casual RTS players aren't going to find much to like about it.
The problem I have with this is that it essentially translates into using the same exact tactics, regardless of the mission or opponent...build turtle base, develop resource infrastructure, build defenses along map chokepoint, watch enemy AI impale itself on said defenses, build own strike force in relative safety, tech up, and finally attack...rinse, wash, repeat.
What I found so refreshing about Company of Heroes and Dawn of War is that the maps don't have choke points...and the need to capture strategic points almost forces you to constantly work both defense and offense...because the enemy can strike from any direction at any time, those games do not lend themselves to standard RTS tactics.
I have lost track of the number of times the AI of those two games caught me off guard, either because I didn't balance my defenses or my force build.
I don't hate SC...in fact, I am enjoying its simplicity...but I wouldn't call it a hardcore RTS...if anything, it is a uber, steroid injected version of the RTS games that defined the genre in the late 90s.
Originally posted by: Starbuck1975
Well, SC does follow the tried and true formula of controlling choke points and key areas on the map to ensure victory.It's mainly a game for true hardcore RTS fans. Casual RTS players aren't going to find much to like about it.
The problem I have with this is that it essentially translates into using the same exact tactics, regardless of the mission or opponent...build turtle base, develop resource infrastructure, build defenses along map chokepoint, watch enemy AI impale itself on said defenses, build own strike force in relative safety, tech up, and finally attack...rinse, wash, repeat.
What I found so refreshing about Company of Heroes and Dawn of War is that the maps don't have choke points...and the need to capture strategic points almost forces you to constantly work both defense and offense...because the enemy can strike from any direction at any time, those games do not lend themselves to standard RTS tactics.
I have lost track of the number of times the AI of those two games caught me off guard, either because I didn't balance my defenses or my force build.
I don't hate SC...in fact, I am enjoying its simplicity...but I wouldn't call it a hardcore RTS...if anything, it is a uber, steroid injected version of the RTS games that defined the genre in the late 90s.
Of course, this requires that the game interface and pathfinding enables complex unit movements and placement...while the scale of Supreme Commander is ambitious, the ability to quickly and efficiently deploy unit attack groups does become problematic due to the same pathfinding issues that plague most RTS games.And outwitting your opponent is about more than a simple mix of units. Unit movement/placement, air/ground/naval focus, aggressive/defensive styles, there's huge potential. But as someone said, it's not for casual gamers who don't like to think.
Originally posted by: chazdraves
Seconded! The pathfinding can be atrocious. Perhaps there's a reason most RTS's don't offer this kind of scale. Let's all pause and pray for a patch
Other than that it's enjoyable. Games can go anywhere from 7 minutes to about an equal number of hours. It seems to allow you whatever you like. I do wish the units had a bit more personality. In contrast to something like WCIII or even C&C 3 they seem very lifeless. They are merely your mindless minions to do just as you please.
- Chaz
Originally posted by: chazdraves
Seconded! The pathfinding can be atrocious. Perhaps there's a reason most RTS's don't offer this kind of scale. Let's all pause and pray for a patch
Other than that it's enjoyable. Games can go anywhere from 7 minutes to about an equal number of hours. It seems to allow you whatever you like. I do wish the units had a bit more personality. In contrast to something like WCIII or even C&C 3 they seem very lifeless. They are merely your mindless minions to do just as you please.
- Chaz
Seriously.Originally posted by: Ichigo
Well all the units except ACU's are supposed to be just robots. And given the game's scale, they're meant to be expendable. Being lifeless at least fits the context of the game.Originally posted by: chazdraves
Seconded! The pathfinding can be atrocious. Perhaps there's a reason most RTS's don't offer this kind of scale. Let's all pause and pray for a patch
Other than that it's enjoyable. Games can go anywhere from 7 minutes to about an equal number of hours. It seems to allow you whatever you like. I do wish the units had a bit more personality. In contrast to something like WCIII or even C&C 3 they seem very lifeless. They are merely your mindless minions to do just as you please.
- Chaz
Originally posted by: shortylickens
Seriously.Originally posted by: Ichigo
Well all the units except ACU's are supposed to be just robots. And given the game's scale, they're meant to be expendable. Being lifeless at least fits the context of the game.Originally posted by: chazdraves
Seconded! The pathfinding can be atrocious. Perhaps there's a reason most RTS's don't offer this kind of scale. Let's all pause and pray for a patch
Other than that it's enjoyable. Games can go anywhere from 7 minutes to about an equal number of hours. It seems to allow you whatever you like. I do wish the units had a bit more personality. In contrast to something like WCIII or even C&C 3 they seem very lifeless. They are merely your mindless minions to do just as you please.
- Chaz
This isnt D&D folks.
You are the SUPREME COMMANDER of a vast army spanning thousands of planets.
Your units are not Fred and Bill and Georgie.
They are nameless masses of cannon fodder for your ultimate conquest.
You should not be getting attached to individuals nor should you be micro-managing them.
Build them the hundreds and send them to their doom.
Originally posted by: wazzledoozle
Originally posted by: shortylickens
Seriously.Originally posted by: Ichigo
Well all the units except ACU's are supposed to be just robots. And given the game's scale, they're meant to be expendable. Being lifeless at least fits the context of the game.Originally posted by: chazdraves
Seconded! The pathfinding can be atrocious. Perhaps there's a reason most RTS's don't offer this kind of scale. Let's all pause and pray for a patch
Other than that it's enjoyable. Games can go anywhere from 7 minutes to about an equal number of hours. It seems to allow you whatever you like. I do wish the units had a bit more personality. In contrast to something like WCIII or even C&C 3 they seem very lifeless. They are merely your mindless minions to do just as you please.
- Chaz
This isnt D&D folks.
You are the SUPREME COMMANDER of a vast army spanning thousands of planets.
Your units are not Fred and Bill and Georgie.
They are nameless masses of cannon fodder for your ultimate conquest.
You should not be getting attached to individuals nor should you be micro-managing them.
Build them the hundreds and send them to their doom.
:thumbsup:
Is there a way to find out how many people / servers are playing this online? Dont want to buy it if there isnt a huge community out there
Originally posted by: BD2003
A lot of it still came down to building fast, but there were various unique and creative ways to defeat your opponents, and unless their strategy was rarely completely nullified by yours, there was always a way to get back at them if you knew what you were doing.
Originally posted by: Ichigo
This is exactly like the TC of the UT2004 thread. Not liking a game because they don't really know how to play. Turtle bases, drawn out games, etc. are not the best strategies right now. Just as the guy who didn't like UT2004 was complaining, same stuff.
And outwitting your opponent is about more than a simple mix of units. Unit movement/placement, air/ground/naval focus, aggressive/defensive styles, there's huge potential. But as someone said, it's not for casual gamers who don't like to think.
One of the main complaints of Chris Taylor is that most so-called "strategy" games are really just resource wars. WarCraft and StarCraft being the two most notable offenders.Originally posted by: Gannon
Originally posted by: Ichigo
This is exactly like the TC of the UT2004 thread. Not liking a game because they don't really know how to play. Turtle bases, drawn out games, etc. are not the best strategies right now. Just as the guy who didn't like UT2004 was complaining, same stuff.
And outwitting your opponent is about more than a simple mix of units. Unit movement/placement, air/ground/naval focus, aggressive/defensive styles, there's huge potential. But as someone said, it's not for casual gamers who don't like to think.
Don't you mean incapable of logistics thinking?? I notice many strategy players are able to either : automatically do number crunching in their head (i.e. just "know" which units to build logistically) or are have very highly developed sense of mathematics. Some go even as far as to calculate the destructive power of units and their efficiencies, etc.