1 |
Opaque as a glass of bromine mixed with ground asphalt. Even with the beta->release UI improvements [color=grey](mostly with economy display, but also actually showing unit damage and weapon types)[/color] it's damn near impossible to tell what your units will do, let alone the opponent's. "Effective against X" doesn't help me when everything seems to be effective against at least two categories of enemies, so knowing which is more effective is a PITA to work out.
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1 |
Opaque as a glass of bromine mixed with ground asphalt. Even with the beta->release UI improvements [color=grey](mostly with economy display, but also actually showing unit damage and weapon types)[/color] it's damn near impossible to tell what your units will do, let alone the opponent's. "Effective against X" doesn't help me when everything seems to be effective against at least two categories of enemies, so knowing which is more effective is a PITA to work out.
|
2 |
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2 |
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3 |
There were also issues in beta with powerful generalist vehicles [color=grey](US Stryker MGS, Chimera Terminator, Cartel Otomatic)[/color] that just dominated everything, but I don't know how that is now, since balance has been adjusted quite a bit. I'm glad they reduced the sheer absurdity of capture rushes, but given that those dominated in beta when the generalists didn't, I have no idea how well the fundamental design even holds up [color=grey](i.e. assuming perfect balance)[/color].
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3 |
There were also issues in beta with powerful generalist vehicles [color=grey](US Stryker MGS, Chimera Terminator, Cartel Otomatic)[/color] that just dominated everything, but I don't know how that is now, since balance has been adjusted quite a bit. I'm glad they reduced the sheer absurdity of capture rushes, but given that those dominated in beta when the generalists didn't, I have no idea how well the fundamental design even holds up [color=grey](i.e. assuming perfect balance)[/color].
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4 |
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4 |
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5 |
The maps being so large with unit sight ranges being so small also doesn't help, since it can often feel [color=grey](at least in the early game)[/color] like there isn't even an opponent.
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5 |
The maps being so large with unit sight ranges being so small also doesn't help, since it can often feel [color=grey](at least in the early game)[/color] like there isn't even an opponent.
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6 |
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6 |
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7 |
Overall, I'm not sure what Eugen was trying to do. Supposedly recapturing the magic of Command & Conquer: Generals, but that game was relatively straightforward in both what you could build, and what they would do, especially since C&C:Generals didn't have half a dozen units per production building with 2-3 role-changing [color=grey](or at least generalizing)[/color] upgrades each. Mind you, I've personally come to dislike upgrades, especially tech-tree bottleneck upgrades [color=grey](not including Zerg/WarCraft main building upgrades, that upgraded building can be destroyed to remove it. Also, Rise of Legends and Rise of Nations both charm me enough to look past it in that case)[/color], since they are non-interactive compared to on-map options.
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7 |
Overall, I'm not sure what Eugen was trying to do. Supposedly recapturing the magic of Command & Conquer: Generals, but that game was relatively straightforward in both what you could build, and what they would do, especially since C&C:Generals didn't have half a dozen units per production building with 2-3 role-changing [color=grey](or at least generalizing)[/color] upgrades each. Mind you, I've personally come to dislike upgrades, especially tech-tree bottleneck upgrades [color=grey](not including Zerg/WarCraft main building upgrades, that upgraded building can be destroyed to remove it. Also, Rise of Legends and Rise of Nations both charm me enough to look past it in that case)[/color], since they are non-interactive compared to on-map options.
|
8 |
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8 |
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9 |
Oh
yeah,
graphics.
Normally
I
love
maxing
out
all
graphics
settings
and
making
everything
pretty,
but
that
just
gave
me
a
headache
here.
I
had
to
turn
down
terrain
and
foliage
detail
to
near
minimum
just
to
be
able
to
pick
out
units,
not
to
mention
the
headaches
I
got
from
moving
the
camera
around.
The
camera
also
seemed
noticeably
choppier
at
higher
terrain
detail,
but
I'm
not
sure
if
that
is
my
GPU,
the
GPU<->RAM
transfer,
or
a
hardware-independent
issue
with
how
the
engine
loads
terrain
textures.
|
9 |
Oh
yeah,
graphics.
Normally
I
love
maxing
out
all
graphics
settings
and
making
everything
pretty,
but
that
just
gave
me
a
headache
here.
I
had
to
turn
down
terrain
and
foliage
detail
to
near
minimum
just
to
be
able
to
pick
out
units,
not
to
mention
the
headaches
I
got
from
moving
the
camera
around.
The
camera
also
seemed
noticeably
choppier
at
higher
terrain
detail,
but
I'm
not
sure
if
that
is
my
GPU
fillrate
or
texture
sampling
speed,
the
GPU<->RAM
texture
data
transfer,
or
a
hardware-independent
issue
with
how
the
engine
loads
terrain
textures.
|