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Feels like there is more depth and room for strategy, but also ends up being more fast paced, with even the larger maps often feeling very small. You also don't have as clear cut faction differences so have to adjust factory types and group composition based on a wider range of variables.
But, the map options are a bit more limited in terms of starting points or how a given map can be played so there's a bit less there in terms of situational variety for skirmish maps.
The campaign is also more focused as a tutorial, but often has things setup in a way that you can fail early on just as you are learning the map or where things are, while having most the bonus objectives based on short timers, requiring replaying of maps for relatively little gain.
Im interested in the multiplayer 1v1 part. Is the game balanced, is the match pacing more like Command and Conquer or more like Supreme Commander ?
Are Navy, Army, Airforce all "useful" ?
Pacing is slightly faster than supcom played without a no-rush timer.
There is no T1, T2, T3 units, so even your cheaper raiding units can be extremely good lategame while in supcom they were mostly worthless once you got to a higher tier, while sturdy units can be built right away as long as you have the economy. There is also less dependence on needing several building units until late game.
Unit types are not as limited to a single category. For water you can use boats, amphibious, or hovercraft, where boats are best but cannot go on land, amphibious are more sturdy but slower, and hovercraft are quick but frail. Air units are planes or gunships, but with their own share of benefits and weaknesses. Ground units are handled by several different factories with benefits or weaknesses based on terrain type, and whatever your opponent is using.
The game is balanced in that you can always build a second or third factory type if your current plan isn't working out, or if you want to use a group composition that is difficult to counter (such as mechs with shields protecting long range artillary to just whittle away defenses). Even against striders (what experimental units were in Supcom), standard units can be very effective at killing the smaller ones.
And AI does not send a commander in your base in a first wave... to be fair it was a WTF moment but kidna lame.
Im mixed on AI behavior when it attacks and retreats but it seems as a valid strategy since when units are chasing they dont fire but when they are being chased they fire back and AI seems to retreat if its lossing.
Interface could use better icons
But for a fan made game and a free game I have to give it 9/10 but they really do need to beef up map size
The way that maps don't have quite as many setup options (deciding where starting points are irrespective of team) is also a limiting factor since there are only a few maps you can do 1v1v1v1.
https://springrts.com/mantis/view.php?id=5620
I'm not sure if thousands of units will work well. I certainly cannot imagine it being a lot of fun.
https://zero-k.info/Maps?mapSupportLevel=1&size=Any&sea=Any&hills=Any&elongated=Any&assymetrical=Any&special=0&isTeams=Any&is1v1=Any&ffa=true&chicken=Any&isDownloadable=1&needsTagging=false&search=
These maps weren't included in the steam version by default because FFA isn't very popular, unfortunately :(