Still not so sure about some of the mechanics of this game.

Discussion in 'Planetary Annihilation General Discussion' started by pureriffs, November 25, 2013.

  1. pureriffs

    pureriffs Member

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    I think the thing with these games (TA Sup Com PA) is that they are a spam fest. This is how you win.

    The thing is its more interesting to spam off units that counter your opponents army (the tactical aspect of these rts games).

    I find just spamming off the 2 levels of tanks kinda dull. Past the 30 min mark in the game i find myself felling dam i wish i had some better units to start building but i dont. I just have to cover the planet in t1 and t2 units.

    And now by making the air **** in this game with no gunships i just find myself making loads of **** tanks. So many in fact that the game can’t handle it on one planet let alone if i was to perform a spam fest on more than one planet.

    Thats another plus point for higher tech lvl units is you can have fewer of them and the game still runs lol.

    The problem here is that you have picked up a load of players that dont know how to play these games at a competitive level and are happy to sit in there base with 5 factory’s or whatever. As soon as you get to the competitive level you find ur self just making as much stuff as possible. 90% of players will never really understand this and dont like the idea of spamming ignoring the fact of it beating them cus thats not how they want to play the game.

    I think this game is dumbed down, just like sup com 2 was. As for the multiple planets, it feels like a gimmick that should not be included. Not only due to the gameplay mechanics of invading other planets but the visual complications of not being able to see everything at one time. In fact you cant see much of what is going on at all.

    I thought the game was a nice idea but in reality I think it has failed to meet my expectations of a competitive online RTS. I would be very surprised if this ends up being a popular game.
    Its nice and that but its not for me =(
    kalherine likes this.
  2. zaphodx

    zaphodx Post Master General

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    Well they still have a lot of units to add and there is no competitive ladder so it's no surprise no one knows how to play.
  3. drz1

    drz1 Post Master General

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    Maybe 90% of players don't get it, because it's an entirely new way to play an RTS for them? To me, that sounds like a GREAT idea for a game to go for. Why would I want another boring turtle fest, when I can have a game about successfully building up 4, 5, 10 bases all over the map and managing them all to swarm over the puny opponents bases? If that doesn't work, build a death laser, or go offworld and fire an asteroid into them, or just nuke them to oblivion.
    I've seen this point a few times now, whereby people say this doesn't live up to their expectations of the initial idea...I have to say I totally disagree, as it feels like UBER are achieving EXACTLY what they said they were aiming for.
    Anyway, hopefully when this game is "properly released", extra features will beimplemented that make it more fun for you, pureriffs, and anyone like you :D
    stormingkiwi likes this.
  4. liltbrockie

    liltbrockie Active Member

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    I think you are going to have to reserve judgment until the final release dear boy... personally it's the best game I've played in years even in its current state... anything else they add will be a bonus!
    drz1 and shotforce13 like this.
  5. stormingkiwi

    stormingkiwi Post Master General

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    Personally that's what I like about the game. It means you focus less on crap stuff that sometimes doesn't even matter, and more on where to allocate your forces, how to deploy them, what composition they have, how to flank or pincer your opponent, or whatever. I find myself actually engaging in pincer movements etc., whereas in most RTS games that kind of stuff doesn't even matter.
    drz1 likes this.
  6. brianpurkiss

    brianpurkiss Post Master General

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    The game isn't completed. Don't judge the game just yet. Remember that disclaimer you agree to every time you start the game?

    There's many units to be added.

    Many features to be added.

    Just hang in there.
  7. acer1791

    acer1791 New Member

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    I get why you say that but the truth is you HAVE TO use the current state and in the current state it is kinda fun but i don't see "the depth" the game needs to be fun for a long time. Ofc things can (and will) change but noone knows how and if "more stuff" means "better stuff" in the end..
    kalherine likes this.
  8. thetrophysystem

    thetrophysystem Post Master General

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    He has a point of nobody knowing how to play. Most the playerbase inevitably will never have had any contact with total annihilation or its predecessors.

    I don't think the game should change. I just think there should be some kind of guidance. I mean even Destiny, a bigtime Starcraft player, didn't know how to play. What he understood as basic to every rts is the one small well fortified base. This game neither has corners to camp in, nor any dynamic, to cater to that.

    If this isn't that kind of game, let first time players know.

    Also, right now the game has depth. You have up to 6 techniques you can specialize in throughout the game to achieve a win. It isn't just tanks.

    T2 bombers end games. Nukes end games. Orbital ends games. Orbital also is a form of extending games. Artillery ends games. Sometimes early pressure with mass t1 ends the game or decides it early with the rest being pointless flailing about of the wounded enemy.

    It needs unit variety, 8 in each factory should work. Then, it could use a few added roles altogether. Most us believe that with this widespread themed combat there should be more interactions to, like earlier weak support orbital, units with roundabout attacking or defense, units that have a mild role negating another type of game mechanic.
    cptconundrum, drz1 and brianpurkiss like this.
  9. brianpurkiss

    brianpurkiss Post Master General

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    Then you must not have an interest in playing RTS games for the long term.
  10. BradNicholson

    BradNicholson Uber Employee Uber Alumni

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    Thanks for the feedback, bro. Balance is a thing we keep doing sweeps on, and will continue to do passes on as new features (unit cannon, orbital nukes, teleporters, etc.) and new units come online.
    stormingkiwi, drz1 and LavaSnake like this.
  11. LavaSnake

    LavaSnake Post Master General

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    New Units :D
  12. drz1

    drz1 Post Master General

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    too hopeful? :p
    LavaSnake likes this.
  13. Ortikon

    Ortikon Active Member

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    Seeing as Brad has the inside scoop, I would be pretty darn excited about this. hehe. Had a really good game against the AI last night, after three attempts, I FINALLY beat it in its current state. It is not kind when you are slacking a little bit, and is very good at using spurts of recon to drop a few long range shells on important structures.
    Hopefully the incoming units will finally get the planetary combat more in depth. Definately the most feature incomplete portion is transportation between planets, can be exhausting or impossible to invade. We all know this is just a lack of completion though, and a difficult portion to tackle at that.
    LavaSnake likes this.
  14. stormingkiwi

    stormingkiwi Post Master General

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    I don't get that.. Because I played RoN. And in RoN, most of your resources depended on map control, so your best bet was to build several bases spread out across the map. In fact, that was the only way that your basic economy (food) could increase.


    And there are other games too where you had to expand to gain resources, and hold onto the strong resource areas. Often they weren't just expansions, sometimes they'd eventually dwarf your main base.


    Likewise I don't understand why you would fortify your base. In many games static defences are beaten by mobile ground units. Static defences are there to allow you time to get your army there.
  15. thetrophysystem

    thetrophysystem Post Master General

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    Well, in starcraft, you start near the main resources of the game. 40% of them, with 10% increases in the map itself.

    In c&c Red Alert 2, you start next to your main resources. Might be very small bit in the field.

    In c&c, you had to get resources from field, but you could simply escort that.

    In this game, your structure must be built there. Therefore, you need tons of small bases.

    Destiny didn't play his first matches right because he played StarCraft. Other players will do the same. We just need to encourage best we can the correct info of the game.

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