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you are defenetly wrong since starcraft 1 + broodwar, and even the original C&C did not have difficulties at all for campaign and in SCs case skrimish, the OP is clearly talking about skirmish as the early campaign missions are very easy and holds your hand to teach you your basic units and abilities in a very controlled enviroment where in skirmish the ai does poking attacks in easy and not full on all in rushes that hard ai can do.
this is not a game to learn how a faction works in skirmish like some ppl tried to do in say red alert 2 where easy in skirmish does not attack at all except for using a super weapon. skirmish is trying to mimick PVP play to get some early practice on how maps lay out and get used to basic attacks
For the sake of documentation, first thing I did in the game after messing with the settings, was go into skirmish mode, change my color to purple, change my opponent's color to red, leave my team on GDF, set my opponent to Tempest Dynasty, set their difficulty to "easy", and start the match. Default map and all that. Once I have time later, I might try messing with things and seeing if I get different results.
...if what I *was* put against was the hard setting, it would be nice to get harder AIs for more advanced play, since I was basically able to finish it off (once I got my bearings and defenses established) with a mass of tanks right towards the construction yard and no effort put into unit cohesion, that was mostly meant to destroy some of their economy to slow them down for some respite.
In a nutshell- build order, micro, knowledge of units strengths and weaknesses, and overall tactics are required to beat an easy AI on skirmish 1v1. I'm a veteran of RTS games and its certainly beatable for me, but not comfortably so. It's definitely not the "couple of tanks and infantry" scenario described above. At least not for me in my first skirmish.
It is easy, certainly, but not in the way that easy is perceived in the scope of learning an RTS is what I am trying to say.
This is sort of the antithesis of what the easy setting was meant for. If you have to know all of these points beforehand, where are you actually learning them aside from older games? For the game's overall health, a beginner sort of setting is needed. Beginner for games, not RTS players. You can't just rely on the campaign alone to do that - if it even does. I have been playing on normal and its moderately challenging for me. First try at all missions but certainly not brainlessly either.
The AI on easy will spam units at you regularly but it only really increases in amount at around the 15~20 minute mark. At the 30 minute mark the AI will be sending quite a few units at you.
It will also do things like replace new Construction Yards if you destroy one and resource spam across the map with refineries, etc.
And it plants healthy amounts of base defense and keeps an army at the base outside of attacks for defense.
These would certainly be considered "advanced tactics" compared to older games mentioned. In several of them, easy would barely attack at all - let alone with a lot of the overall unit roster.
There are other considerations here, however, such as how resources work in this game. Its a refreshing take. Just spamming refineries is only half of resource gathering. I'm interested in experimenting more with it.
TLDR: The game overall is very good, but I would consider this a valid criticism. An easier setting could open it up to a wider audience - especially considering the quality of the game at this stage.
RTS is finally getting a little love after a period of stagnation, so don't gate it behind pre-assumed skill levels.
So... did another skirmish round, same steps as last time, except I changed to a different map. I was attacked at about the same time, relative to the match's start, and the AI was still somewhat aggressive and probing my defenses, but the attacks were *much* lighter. Like, a tank and two infantry, vs twenty infantry, five tanks, and three rocket vehicles, and there were actual luls between attacks... but the biggest difference seemed to be that when it hit resistance, it'd try to pull its units back, which kept them from attacking as my units and defenses shot them down during the attempted retreat. It meant that I could defend a part of my base with a gattling turret and a laser turret, station an engineer nearby, and forget about it.
Would still probably be frustrating for some newer players but it was much more manageable than the first round I played. That's making me think there may actually be a bug that can make the AI harder than intended.
Stop making defenses. Make UNITS, that is why you are losing, you need to be agresive, expand and make multiple unit production structures. Once you do this, its easy. If you tower, its hard.
I think you are missing the point here. As far as I can tell, this isn't a thread asking advice on how to beat the AI on easy in skirmish.
Most of us already conceded that its easy for veterans of RTS and people good at these sorts of games.
Its the lack of a "hand holding basically cant lose" setting to allow people to experiment at their own pace while still having some semblance of AI that is the issue.
The easiest setting should literally just send a few basic units every 5 mins or so. And it should not resource expand across the map but stick to one centralized base.
It should be that easy. Then the next setting up can start preparing people for online play like how easy is now.
That makes little sense unless they make a lot more difficulties levels since playing easy the way you describe, will never prepare you for normal. I suggest you play the campaign then.
Also how easy, easy should be is subjective. I think easy is as easy as it should be, it forces you to play in a style that would prepare you for normal or multiplayer. If you make it completely and I mean completely retarded the way you describe, I really don't see the point of it. This is not a city builder. For instance, home base resources run out very fast, if it would not expand, it would be dead in the water very fast as well.
Yup. Sure did. I'd have saved a screenshot, but my game crashed and I was unable to even finish the match. Just when I had finally cornered them too. I'll check again, but I ain't holding much hope. If it goes belly up, I'll log it.
Edit: HOLY SMOKES! That's one hell of a nice base! I played on that same map too!
Comparing my description to a city builder is a bit of an exaggeration dont you think? And that's just one example obvious adjustments to things like economy can be made- Such as only expanding WHEN the AI runs out, etc.
Now, if you reread what you wrote here, I think that comes to the heart of it. While constraints of some sort are a part of all games, "forcing" a player to play in a certain style to "prepare them" is more like training and less like fun to many people - who have therefore voiced their complaints.
Not everyone playing is playing to get better and treat it like a sport. Some are just messing around. And I think that is completely ok as long as that does not detract from a challenging experience for those who want it.
Sometimes I just want to watch tanks and planes blow stuff up. I don't necessarily want to micro and macro to stay ahead of an aggressive AI. Do I want it to attack my base? Yes. Do I want it to take over the map and then overwhelm me after it does with nonstop units? On the easiest setting no less? No.
What is easy or not is subjective, but what is apparently objective is that many find the easiest setting more frustrating than fun. Telling them they are wrong doesn't help anything.
If you are making a game for an elite group of hardcore gamers to show off their skill and leave everyone else out then the current state of difficulty is more in line with that concept right now.
If you are making a game that is supposed to be enjoyable and have a large audience, changes will have to be made.
And to be clear here I AM suggesting for more difficulty layers - not advocating for dumbing the game down as a whole. If anything, there could probably stand to be greater challenges added though I haven't tested that end yet.