Ok, despite my negative comments to follow I really did enjoy this game. It was fun OVERALL, but is plagued but some game designs issues I felt kept this from being a 5 star game. It was fun for an afternoon, but I won't be playing the game any further. Neat concept (though not entirely new), slick graphics... music and sound effects were decent. I felt some of the 'battle' noises were a bit washed over. Better sound effects will give the weapons more 'oomph' when fired and lend to a better experience. The game runs REALLY smooth, which is no small feat.
Where this game falls short is the AI, UI and unit balancing. First the AI: its pretty retarded. I am not sure how the units prioritize their targets... but their choices didn't make sense half the time and got them killed. More than once I watched entire squads walk through a wall of fire to either A) shoot at a sniper at the back of the advancing army or B) Ignore targets completely to go after a building. Its frustrating to just watch your army literally not fight back and get torn to shreds. The unit pathing is also terrible. More often than not I watched units get stuck on the corner of buildings... and sometimes... right out in the open (they would just stop moving, and sort of jerk back and forth without firing).
The UI is no help either... as attempting to group units and issue commands manually was frustrating at best... the design really needs to be streamlined more... and since the unit pathing is terrible they won't usually go where you want them to anyway. Half the time, they would stop halfway to their destination and not finish the order issued. With the AI this stupid and the UI this clunky... whats the point of being able to issue them commands?
Unit balancing... oh boy... I think this annoyed me the most. At the higher levels of the game I saw no point in using the weaker, non-mechanical or non-hero units. They were murdered in SECONDS, usually before they had the chance to get a shot off. In the beginning of the game its not an issue... but once mechanical units and units with large area-of-effect damage came into play the soldiers were just too... squishy. Even when used with support from the more durable units. I found myself getting a handful of Small Cats together (the mechanical walker) and just MURDERING the opposition. I find it pretty lame in any RTS where you can just mass one unit and walk over the computer AI.
The unit balancing can definitely be fixed if you give a more solid way of dealing with the tough mechanical units... There needs to be more of a rock-paper-scissors element going on: this unit counters this but is weak to this... etc. Beefing up the soldiers so they can absorb more damage would also fix a lot of issues.
Sooo... thats it. Fun game overall, but the issues in game play are pretty obvious. I enjoyed the first half of the game more... but as I stated before... the end of the game has you relying on just one unit type. The game would have been a lot more fun if the designers stuck to the first few unit types or took the time to see how the big AOE and tough mechanical units actually effected the game play. Maybe all this can be addressed with the new campaign, no?
Take care and up the irons my friends
I don't care much for the game, don't really like this kind of one dimensional strategy, but props for making a 60FPS game, it feels so good to just press buttons.
would have been half decent if he actually took the time to make the units mentally stable. I tried for 15 minutes to rally troops into one fucking group, which i couldn't do. get your shit together before making another game.
it gives me a black screen
Snipers wouldb shooting WAYslowerthan in our game if it were real lifethey say TAKETHEM OUT SOLDIERS insead of TAKE THEM OUT MEN ok but not good so far