PA Gameplay differences to TA

Discussion in 'Planetary Annihilation General Discussion' started by poofriend, September 15, 2013.

  1. poofriend

    poofriend Member

    Messages:
    38
    Likes Received:
    3
    thought this would be an interesting discussion. at first i thought they were pretty much the same but now i've played a bit i notice some big differences that gives you a much better game in PA.

    tier one laser towers are excellent early defence for a bot rush. in TA these were not used at all mainly due to expense.

    tier 2 bots and tanks - many games in TA wouldn't even bother with tier 2 units, just spam tier 1s all game, but in PA tier 1s quickly become ineffective against decent defences and a tier 2 army will decimate you.

    turtling - bad tactic in TA, your opponent will simply out resource you. in PA turtling appears to be viable, defences are very good and you can spam nukes.

    anything else?
  2. tatsujb

    tatsujb Post Master General

    Messages:
    12,902
    Likes Received:
    5,385
    no turtleling is not viable in PA. not by any account. and this is already the case and balance hasn't even started.
  3. shotogun

    shotogun Member

    Messages:
    129
    Likes Received:
    15
    You cold Turtle forever in TA if you knew how. Just set up an actual defensive line and build a lot of counter radar.
  4. mushroomars

    mushroomars Well-Known Member

    Messages:
    1,655
    Likes Received:
    319
    Turtling with Catapults is viable in PA because of how hilariously powerful they are.
  5. nanolathe

    nanolathe Post Master General

    Messages:
    3,839
    Likes Received:
    1,887
    Main difference?

    Pace. TA was slow, methodical and gave you a chance to weigh your options before you committed to a decision.
    PA, not so much.
  6. smallcpu

    smallcpu Active Member

    Messages:
    744
    Likes Received:
    72
    Simple answer: TA is a finished game, PA not. :p

    Btw. you can turtle until one side gets nukes, then its game over. :cool:
  7. occusoj

    occusoj Active Member

    Messages:
    187
    Likes Received:
    34
    Major difference in TA was that you could actually use terrain in your tactics.
    For example, trick an enemy army of Thuds on a plateau and attack them upwards. Easy game as they cant tilt their barrels to enough negative elevation to hit your units ;).
    Or use it to increase range of your arty, use a mountain ridge to attack and retreat quickly, all kinds of stuff.

    Doesnt look like PA will feature this.

    Battles where so much more "alive" as the units, in most cases, where not one or two-shot kills but did survive a bit. This enabled a whole lot of tactics that are just about impossible in PA.

    And units like Nike, Obliterator,.. made it fun to play even if they where not the most efficient way of dealing with things.

    But most important: TA is finished, PA not ;)
  8. igncom1

    igncom1 Post Master General

    Messages:
    7,961
    Likes Received:
    3,132
    Don't catapults also track their targets?
  9. BulletMagnet

    BulletMagnet Post Master General

    Messages:
    3,263
    Likes Received:
    591
    Best answer I've seen so far.
  10. tatsujb

    tatsujb Post Master General

    Messages:
    12,902
    Likes Received:
    5,385
    yes. that is a difference. new mechanic is a welcome change but I think it needs to be changed further still to not be so efficient and spot on every single time
  11. igncom1

    igncom1 Post Master General

    Messages:
    7,961
    Likes Received:
    3,132
    I just see why it should track its targets, as it currently completely replaced the other artillery's purpose.
  12. zaphodx

    zaphodx Post Master General

    Messages:
    2,350
    Likes Received:
    2,409
    I'm not so sure. They are very expensive and have to kill a lot of units to break even in cost. The reduced range makes them kinda balanced now. If anything they are more useful for offensive attacks on factories or the commander.
  13. Bgrmystr2

    Bgrmystr2 Active Member

    Messages:
    384
    Likes Received:
    201
    I personally loved this in TA with all my heart and am hoping to see more of it in PA, but TA's landscape tended to be extremely rocky, hilly, and just all around not flat. If you did have a flat map, it was flat for huge areas, and when it wasn't flat, it was almost always nothing but hills. PA doesn't have the rocky / hilly areas that TA had (yet?) because TA maps was hand built to have these.

    I'm hoping to eventually see the scale of height advantages including line of sight changes (unlike SupCom) to really make terrain feel important. I don't know if Uber will manage to pull off the importance of terrain in PA like how it was in TA, but from the posts I've seen, we should get something similar, and that's something to be excited about.
  14. occusoj

    occusoj Active Member

    Messages:
    187
    Likes Received:
    34
    While we are at it, is it known if there will be a REAL map editor for PA?
  15. nanolathe

    nanolathe Post Master General

    Messages:
    3,839
    Likes Received:
    1,887
    Probably not made by the developers, and certainly not for release in December.

    Neutrino is keen to let people develop the ability to hand-craft maps, but Uber is not spending time to develop mapmaking software themselves during the development period.
    Last edited: September 16, 2013
  16. occusoj

    occusoj Active Member

    Messages:
    187
    Likes Received:
    34
    Nice to hear that custom "made" maps will be possible. As long as it works and gets released somewhere in 2014 Im happy ;)
  17. poofriend

    poofriend Member

    Messages:
    38
    Likes Received:
    3
    hopefully elevation will get some attention, plateaus, canyons and such. TA had an incredible amount of map variation, atm PA seems like it only really has large open land maps or island type games. the 'sphere' of PA does seem to actually hamper innovative map design.

Share This Page