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I guess super weapons will come in the full release. (I can live without them)
Never had a problem with build space, just move out an build multiple bases.
Same, but I do want RTS devs to start learning to stop calling them "super weapons" or "secret tech", because both of those phrases entail something deadly, and most games that aren't Supreme Comm or Kane's Wrath/C&C 3 or even generals don't have Super Weapons that actually do what they claim on their tins.
If you're going to put say, nukes in your game, actually have them act like a nuke, instead of a wet fart that barely destroys 1-2 buildings, and gives units a million years to move out of the way.
See with games like Supreme Comm/KW/C&C3/Generals, you could see your own and your enemies SW timers, and that gave you plenty of time to counter their built SW before they can launch them at your base. If you didn't, well your base got annihilated, and that was a good balance, like how in AoE when someone builds a wonder, if you do not take down the enemy Wonder monument, they win the game, simple as.
Though it would also be nice for once to see a modern RTS allow for options to disable said SW's, so those that don't want the AI or PVP matches to use them can do so.
But I am strongly for SW's actually being super here, and devs keep telling me they are indeed "super", but they always turn out to being super weak.
I think that faster mouse tracking and side scrolling coupled with the spacebar taking you to alert notifications would both go a LONG way to improving things on that front. Right now for many users the mouse feels laggy; like its on a dither/slowdown. Playable but its not snappy which means moving around the map is a bit slower.
Build areas honestly feel fine, as noted they expand with more buildings and both factions have more than one option to bring down smaller spot build areas (abilities/deployable units); plus capturing things (eg radar dishes). All of which let you easily expand your base beyond the start area without having to invest in expensive mobile construction vehicles
Superweapons I'm honestly in two minds on. The idea of superweapons/superunits is to break stalemates. Giving you something that either obliterates a base/defences very quickly or is strong enough to push past them so that both players don't get stuck unable to beat each others status and they stalemate. However they can also turn the earlygame into a rush for those superweapon/units because they are oh-so powerful.
Now don't get me wrong I utterly love seeing super weapons and units in action. Nuclear blasts in Generals; striding titans in Supcom etc... are utterly awesome to see in action. I honestly thing CnC 3 possibly go it about right with superunits because they were strong but not broken strong. Their biggest failing was that they were tacked into the game and the maps weren't really made with the big units moving around in mind plus they felt under-detailed compared to the original models in the unit.