Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
It's good that you enjoy what you are playing but I don't agree with the "quicksave/quickload" approach to ANY rts.
There should be at least one way to rebound from losses but this game does not have it.
You can softlock yourself in any mission.
Make it and just have to replay from a previous save anyways. It is ok to be on the backfoot every now and then and in serious peril as the story unfolds. But not always.
Is this Darksouls the rts? Maybe.
I think for being so unrelenting it just is not balanced enough.
A con may be that there is a lack of tutorial progression in a classic sense.
I am just not thinking in a box, and being stubborn about it. I understand.
Adapt and overcome. Rocksteady.
And maybe also, there is a group of people for who this game is too hard.
Not rewarding enough while being to demanding. For them. There will be other games.
It all depends on how inclusive you want to make a game. But this also means how much money you are able to earn from it.
Often, tweaking a powerful units field of vision or rate of fire is enough to make things considerably more "doable" on lower difficulty.
The spiderbots, for example(to me) are little too op.
They can fire at you from off screen, like artillery, at a very high rate of fire. That would be one unit I would nerf. Somewhat.
And/or give the sniper real, considerable anti armor capability. Or shot emp rounds or whatever. Just to widen the window of opportunity. For retreat or attack.
I like the "ragtag" idea of what guerilla warfare looks like. But even in real life these guys have considerable advantages. More abilites to set traps would be one thing.
Pack a truck full of explosives and send it towards the enemy. Dig Tunnels? Whatever. Just a little more creative. These guys think outside the box. Which is why they can keep entire armies in check.
I feel there is not much here in this area. And a little wasted opportunity.
Whiners are not The Nitch audience that buy the games.
It would be nice if there was a better tutorial.
I've honestly not played an RTS in a while yet am having no trouble on normal.
What level are you on? I may be able to offer more advice.
Maybe that is my issue is that I am playing it like an RTS when I should be playing it like a micro manage turn base game. Maybe there is a bug where my troops can't seem to sneak up on anything.
There is indeed a manual! The launcher screen from Slitherine, there´s a big fat tab "Manual" !
Just report them all, it's a violation of steams rules to be a ♥♥♥♥ to people.
I think we need to stop saying its an RTS game because if we play it that way then that is the problem. Its a space bar inflicted turn base game.
Real-Time with Pause is a still a type of RTS.
I'm only a small bit into this game but I have experience with previous games on the same engine (Warfare and Syrian Warfare) so I can possibly offer advice if you're a bit more specific on what's giving you trouble.