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The unit design is a product of 2 choices I'm guessing: 1- the setting is more realistic, and the whole game is going for that kinda vibe (yes even the ball is realistic, more than a big mech anyway). 2- it's an inoffensive and by the numbers designs that are okay for everyone. Better to stay in the middle than go for either extremes basically. I think the air units are the biggest offenders, their designs are just very blank and blegh. Even Generals which was 90%+ realistic in it's designs, the aircraft for the US stood apart.
Unsure about the docs, but the game just came out basically, and these stuff like build order and doc builds take time to really fester and come to it's own. I'm guessing it's one of the things that'll be balanced the most in MP at least.
Hard to say how the MP will turn out too since ranked is coming on the 24th, we'll see what strat works. Also hoping it's less about spam since RA1/2 PvP is a bore fest because of this.
P.S. regarding Veti - I did not mention them because they are not "classic human faction".
The TD is a mixed bag in my opinion and designs are all over the place. Ranging from interesting and highly futuristic stuff like the Tempest Sphere and Voltaic Tank to boring and outdated looking stuff like the Boar Tank and Dynasty Guard.
Judging just by a visual standpoint it feels to me like the GDF is a finished faction, while the TD is still in concept phase to see what works and what doesn't.
The aircraft units are a good example as well.
GDF = Every unit shares a similar design language and looks like it fits into the same faction.
TD = The Hammerhand looks like it belongs to a completely different faction or time period and shares very little with the other 3 aircraft units.
Beside, despite all the high tech tools, at the end of the day, we get a few different tanks and chopers, a few infantry types, and that's that. No real funny/exciting stuff.
The maps are a bit meh too, I'd say (as a campaign player). Small village ruins and the occasional tempest field are all there is apparently.
Still liking the game, but I think it could have departed more from its ancestor. And maybe have more biomes?
You call it generic, i call it a homage to C&C Tiberium wars & Red alert, while staying juuuust far away from being sued by EA for copying what is basically a fusion of the allies/GDI and soviets/NOD.
Yes the cutscenes could be better, but overall the campaign missions and it's pacing aren't bad.
You keep forgetting this a rather small studio with a limited budget taking a risk what is largely a passion project seeing how dead RTS in gerneral is, well besides a handfull of titles that survive like AOE2.
I'm enjoying myself in campaign, and i support any devs that is willing to invest in C&C esque RTS style games.
Hopefully the game sells well so we get more content (DLC/ campaigns/ sequals). And if we're really dreaming maybe someone at EA takes a look at this game and realizes that a new command and conquer game is still a reality.
No unit limit and the nuclear missile. I already skipped RA3 because there were no atomic bombs.
For me, a good RTS must include nuclear weapons. Nuclear missiles are an essential part of my playstyle.
Fortify base and strike back with super weapons...
This is the reason I decided to avoid buying the game, it looks kind of generic and almost all units have the same range, elite units are not that cool and the rolling ball is just boring,
Well, The C&C 3: Kane Wrath and Age of Mythology: Titans have these "epic, giant, expensive unit, that You can build only one of", but I do not want them here.
I actually agree with this, for me, the doctrines also seem to have no real impact in practice