安装 Steam
登录
|
语言
繁體中文(繁体中文)
日本語(日语)
한국어(韩语)
ไทย(泰语)
български(保加利亚语)
Čeština(捷克语)
Dansk(丹麦语)
Deutsch(德语)
English(英语)
Español-España(西班牙语 - 西班牙)
Español - Latinoamérica(西班牙语 - 拉丁美洲)
Ελληνικά(希腊语)
Français(法语)
Italiano(意大利语)
Bahasa Indonesia(印度尼西亚语)
Magyar(匈牙利语)
Nederlands(荷兰语)
Norsk(挪威语)
Polski(波兰语)
Português(葡萄牙语 - 葡萄牙)
Português-Brasil(葡萄牙语 - 巴西)
Română(罗马尼亚语)
Русский(俄语)
Suomi(芬兰语)
Svenska(瑞典语)
Türkçe(土耳其语)
Tiếng Việt(越南语)
Українська(乌克兰语)
报告翻译问题
Needs works on UI also.
Good idea but execution is not there.
I agree, super impressed
Well, this is Starcraft RTS formula - units do not shot while moving (except dedicated unit - Terran Diamondback in campaign)
It seems, that You are familiar with Starcraft, so I am suprprised, that You expect "shot and move" units
Well starcraft was released almost 30 years ago so not sure why old technlogy limitations should apply here in a modern day RTS.. 8 strong tanks all were eaten alive by 4 primitive zergs here while they moved somewhere and where unable to shot back. It makes no sense :)
Also in stracraft AI could not instantly rebuild destroyed buildings every time i destroyed it. It was much better organized and made much more sense.
Not even WSAD to move camera? Come on guys!
Tanks not shooting while moving isn't a technology limitation, it's a balance limitation, it would make melee units significantly weaker if tanks could shoot while moving.
In starcraft 2 there are no units that can shoot while moving(not in pvp anyways), and yet zerg doesn't reign supreme because it's about having a strong frontline and picking your battles, the downside of melee is that they have to get shot a bunch of times before they can even deal any damage.
And you should always use attack move, that way your 8 tanks would stop to attack if 4 random small melee units find them on the move, a + left click for attack move.
Not accurate. Most of them don't. But there is a few. Phoenix, Battlecruiser, Mothership, Carrier, Cyclone. In SC 2 it is balance choice, which unit do have that advantage and which don't.
I did forget about phoenix yes, and I guess carrier is sort of a inbetween since it does need to come to a stop to launch the interceptors, or mostly a stop anyways.
I didn't count cyclone as that is limited to an ability and not its base attack, unless that also got changed similar to battlecruiser/mothership.
I guess technically you could also sort of count voidrays? So long as they keep moving forward they can keep firing, just not backwards.
But yeah it definitely comes down to a balance decision and it seems like in general having a ranged unit that can attack and move at the same time would just be more difficult to balance, it could trivialize melee units as well as possibly ranged units with much shorter range than them. Like imagine if helions could shoot and move at the same time, in a terran vs zerg matchups you might as well throw zerglings in the trash then unless you'd mega buff zerglings to account for helions being able to do that, same vs zealots somewhat.
- the campaign missions are solid
- galactic War is the kind of next step RTS needs
- co-op is fun
Overall a very nice package. Can't wait for this to come out!
It is not about "technlogy limitations", but about game design - this is mentioned Starcraft formula
BTW Starcraft 2 is one of the most "technologically advanced" RTS game,
Well, this is.. "skill issue" :D
I love the mix of mechanics from different rts games, some units seem to be inspired by CnC generals, merc factions like in Emperor Battle for Dune. It doesn't feel like pure StarCraft clone, which shows devs actually have vision beyond "blizzard rts".
Would be great to be able to customize our character look for campaign. Dunno if it's planned but i just don't really like his designs, changing gender maybe would be cool too. Devs said they are inspired by mass effect and *your Shepard" it's important part of it