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I think pretty much everyone agrees with you about artillery :)
Re: it being more complex in clan games and not public not being a win. It's just down to communities not being established. For me Starcraft 2 is very much a game with only a set amount of strategies. There's no huge depth to that game but the skill set makes for incremental advantages and the length of the game's appeal continues to see different strategies involve.
I think this is one of those conversations that is ultimately subjective and people see different things. I'm never going to describe this as the perfect game and like all games there will always be limitations because, by their very nature you have rules baked into the game in terms of what it is physically possible to do and what is not.
However, it's been nice having a reasonable Steam conversation. Have a lovely holiday DatCookie (and everyone else :))
I think that, in regards to SC2, it's biggest limitation is that there are only 3 factions available, which does limit overall strategies. AOE2 is probably one of the best examples of depth in RTS, because you have so many various factions with their own strengths and strategies.
One thing I dislike here in HLL is that all factions are essentially mirrors of each other, meaning they play the same (or extremely similar). I'd love to have seen factions have their own strengths and weaknesses (historically speaking) that teams can play for and against during a match, thus creating even more complex gameplay.
Either way, I'm happy to have people disagree with my opinion, I just appreciate it more when someone takes the time to actually respond with some detail and explanation, unlike those who contribute literally nothing but spend their time screaming at you.
Likewise, happy holidays to yourself as well :)
Bro are you going to actually reply to his argument or not rather than just trying to ad hominem? No wonder you got banned.
He's right. The game is very shallow for a "tactical" shooter.
Literally in a recent Offensive match on the Remagon bridge map, my USA team built a heavy defense on the bridge that was nearly unpassable by 5 minutes in. All of that was bypassed because of a SINGLE airhead the Germans were able to land at the very last point WHILE WE WERE DEFENDING THE SECOND POINT. This was literally 10 minutes in, and a single recon was able to build a garry. All of our defenses just for them not to even attack the bridge.
In fact, the whole point of the game is to always flank the enemy from behind and set up garries and OPs behind them, because enemies will almost always spawn on the objectives rather than coming from their HQ, meaning no fear of flanking.
Because of this, the game almost always struggle with having a definite frontline. And if the defender even tries to set up a frontline, a single officer/recon and a supply drop/airhead can end up devastating them. In what war is that realistic?
However, if the commander just doesn't do anything, or a couple officers neglect supplies to build garries? The whole team falls. It's punishing, but also incredibly infuriating that one or two rogue squads can put the entire team in jeopardy.
Tank gameplay is pretty simplistic, too. Somehow, an M1 Bazooka does absolutely no damage to a Panzer IV from a point blank side shot? Not to mention, the crew can just up and fix their damage from the inside anyway?
But if it's situated near infantry that is covering all of its flanks, good luck even damaging it. In that case, you either need artillery (which rarely anyone knows how to use), your own tanks (which will likely die trying), or having to flank all the way around the map (in which case, the tank has already pushed ahead). Or, you have to rely on teammates being good enough to cover you as you push the infantry.
Also, the only way to counter enemy artillery is by having recon/rogue squads spawncamp their HQ. That is just incredibly dumb.