I will populate this with other's posts below mine, if I can and may. I will certainly try. Here are my thoughts though: - This new update and the game itself is indeed f***ing awesome, as suggested by the devs. - Lots of bugs though. - Lots of good UI improvements. I like the visible path order laid out for what units are listed to do. I like being able to see the units you have selected. I would even like being able to select enemy units but unable to command them, just to see this "stacking layout of what units you have selected" with them. -Fullscreen is now enabled and is default for launch. Feels normal for more people, though I would prefer fake fullscreen myself now that I have become so dependent on multitasking lol. -I like the new orbital. It still has previous flaws, not working entirely realistic, not being unique enough as orbital, and being t3. However, everything new added had real rocket animation and deployed and folded out up in the far sky, which FELT like orbital. They LOOKED like orbital foldout stations. A lot of the new units ACTED UNIQUE as far as radar and laser pulses (yet I have many problems about the laser). A lot of units were cheap, which hint torwards NON-T3. Now, make an orbital launcher you can build a tier earlier and only use the basic orbital units, redo the older units to look as orbit-y as the current ones, and keep an eye out for new concepts for orbital unit roles. -To expand on that last idea about orbitals, I also ask for a weaker orbital launcher as an earlier tech, because orbital fighters would be useful if they could shoot orbital but be shot down by anti air like they were an interactive unit between the two layers, and because since radars can slingshot to other planets the weaker radar if lowered range and price could be used to scout other planets early as that would be vital to not have the friggin sky fall on your head with no prior warning with thanks to the enemy for it. -It was hard to figure out how to use the lander and the delta rockets. -The lander somehow had a bug where your lander and the unit it carries gets stuck unable to enter the orbit you wanted and unable to fix its orbit to get it back anywhere again. Mine is orbiting close to and through the sun, trying to land on a close-to-sun lava planet, carrying my commander. Not the best situation. -You can use the lander to pick up enemy units. -You can use the commander to fire down onto enemies from above, especially with your commander. Still risky because they can shoot you down, but still might not be a good intent to leave ingame. -Good idea for new bot unit, one that can easily climb any terrain at all. -Balance changes mostly good. Most people dislike intensity of turret buff, but overall more fixed than broken. I dislike the tanks no longer shooting air but I will accept it. Mostly good though. My favorites I think are changing the feel of bots compared to their vehicle counterparts. -Metal is a whole new game now that there is less. You have to live off of 6 metal spots instead of 25, and those 6 are wider spaced and harder to defend, as well as you must compete with enemy on the spare metal spots. Not too scarce though, I can build fine with the early metal, you can easily just get to t2 and build t2 metal for even more, and when you get orbital you have slightly negative but with enough storage it don't matter, and then once you have orbital you can get other planet metal anyway so that brings you back up. Could use a few more, maybe. -I like how you can build a t2 mex on a metal spot already containing a t1 mex like it isn't even there. Even if it is a dead t1 mex. However, it would be excellent if you gave the same feature to t1 mexes, so they could build over other dead ones for easier replacement. I won't even complain about the marginal loss of the replaced mex's metal. -It is about time metal points did a check of "do I have enough flat terrain to place a mex here" before spawning, and if it doesn't spawn go through trying to generate again elsewhere. -Planet smashing is still early, the animation from the smashing planet doesn't show on the planet doing the smashing, it just appears to merge with the planet, though some early effects like the half planet size nuclear blast like wave with the rumbling.
All the worms in this post are right here I gotta say that not having tanks shoot air makes me sad. I've been playing a ton of TA lately and having your guardians kill enemy gunships if most of your anti-air is dead is very VERY satisfying. The turret buff is fine with me. People are saying they only cost 4x or so as much as a tank? That seems fine. They can't MOVE. 1. They build a turret 2. you build 4 tanks 3. you drive your tanks to the other side of their base 4. Profit Also there are plenty of other things that can kill a turret, like say... airplanes, artillery, orbital laser, nucks, KEWs... In my opinion, the turret is SUPPOSED to be far superior to tanks (when rushed head on), otherwise why would you ever build one?