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That's one way of saying "I've never played GB, any of the AoE's, DoW, SC1 or 2, C&C, WC3, or even - god forbid - halo wars."
Ground battles in this game ain't good, and you'll feel the same way if you play any of the above for a few hours.
The path-finding and random objects in the very linear paths I feel is 80% of what makes it so bad. Linear paths often force your forces into a single-file line with no room to change positions, many times I lose an artillery piece because the AI randomly decided to change positions and walk into the line of fire, or it's very clunky to get a CT-10 into a proper position because of the way the map is designed and the pathfinding being terrible.
I haven't played many RTS's, this game and Halo Wars being my go-to's. And I feel Halo Wars has far superior ground combat because it doesn't face these two issues as much.
Also, there is times where it is better to let your units fire- Mostly in space battles, if you have superior firepower and armor, you can line your units in a wall formation and let the AI mow them down for you. Fun to watch.
I actually think the maps in EAWx mods are generally fairly well designed(barring a few exceptions: bespin still sucks, imo). The problem is just the unit behavior itself, and that's something no amount of mods can change, sadly.
Halo wars has terrible pathing as well, but circumvents the issue just by the way the overall game is designed, with most units being turreted and being able to fire omnidirectionally at full speed. Even then, it still has a function EAW lacks, and that is when you select multiple units and move them, they will all move at the speed of the slowest in the pack(usually, at least.) It also has far fewer units, meaning each type is more unique in strengths and weaknesses, not really overlapping. Finally, it has a very low pop cap(outside of mods) and squad sizes are rather small per unit spawn, so the pathing issues don't become terribly apparent until you do something like mass Scorpions or something.
In EAW, units have a weird tendency to wander off on their own: especially things like the AT-AT. Additionally, they seem to have a terrible fear of ever touching, making mile-wide turns just because a small obstacle is in the way. I definitely get the frustration with C-10's, doing exactly this where they'll slowly rotate and turn around for some reason when seemingly nothing is in the way.
IMO, the NR feels the best on the ground because most of their vehicles are turreted but, even then, they have that issue of seeming to go wherever they want. AAC's for example, are supposed to be fast hit-and-run units good at flanking slower heavier units, but when you try to move them around, one or more of them always lingers behind for some reason, or gets caught on something causing it to be destroyed. It's completely disobedient of what I ordered the unit to go, and where it needed to go. Even trying to micromanage their paths for them doesn't work well. So, a lot of units built around hit-and-runs just don't work in practice even if the idea is nice in theory - only air units, IME, work for that since they have no obstacles up there. Even then, air units that don't hover in place often like to take their sweet fat time to turn around when commanded to, often getting themselves destroyed.
It's why most of the time, ground battles in EAW for me either involve infantry spam, air gunship spam, tank spam, or simply turtling up until the enemy runs out of spawns followed by "I win" buttons(bombing and bombardment) lighting up and clicking on the enemy base. A really cheesy tactic is with CSA droidekas, as they take forever to deploy, you can drop them in around a cap point under attack and use the transport ship flying them in like a sort of pseudo-turret.
In space, this isn't an issue, because formations are easier to assemble, and matter a lot more than movement. It would be an issue if you couldn't hyperdrive in close to an enemy, because formations fall apart as soon as you start moving ships, but fortunately that's not the case. At worst, what happens is that you command ships to stop and they start turning on the spot, but that's easy to fix. Defense in space does feel bad because of similar issues, having to quickly rush to try and move ships into a good position, but it still at least feels doable unless the enemy has lots of very fast ships.