ImperialCreed said:
in hindsight it was probably not the best idea to start your review by confessing to being a Starcraft fanboy.
... because being deceitful about that would've been a much better approach?
ImperialCreed said:
I think the first mistake you made was to compare the first version (vanilla flavour, sans expansion packs and patches) of DoW to what I assume was the complete version of Starcraft, which would include Brood Wars and the myriad patches the game has had since release.
Yes, I did make that mistake. Especially given the number of "Chaos Marines don't have heavy weapons!" replies I saw about the place (when Chaos Marines do have all the heavy weapons available to them in vanilla DoW but had them removed in Winter Assault before having Plasma Rifles added back in with Dark Crusade). One thing I'd like to point out though, is that vanilla Starcraft still would've won. You even point that out yourself. Dawn of War has had about the same number of patches as Starcraft. Hell, it's even had more expansions and it still isn't balanced. In fat, even if I'd compared expanded Dawn of War with expanded Starcraft, Starcraft still would've won because the latest Dawn of War simply adds in another unbalanced race to the mix.
Cue standard "but Dawn of War has more races and balancing a game is teh hard" response. Also keep in mind Starcraft is 8 years old and had most of the balance issues (like Goliath's firing the same range as Guardians and unit cost adjustments) addressed very early on. The latest Starcraft patch has more to do with making Starcraft work on Mac's and addressing other issues with an 8 year old game then it does on doing anything about balancing the game. I'd really be interested to see if anyone is even bothering with Dawn of War in 8 years time.
There's also a huge difference between a patch that adjusts the cost of a unit (like most Starcraft patches) versus patches that take weapons out (aforementioned Chaos Space Marines heavy weapons), only to add them back in later and then changes whether units take up population or not. Hell, I could tell the minute I player vanilla DoW that unit caps for servitors were a problem given the advantage Chaos had. Oh wait, I pointed that out. It took Relic another expansion pack to finally address that. So while Blizzard gets glaringly obvious shit like that correct right out of the gate, it takes Relic two expansions and about the same number of patches and they're still trying.
ImperialCreed said:
You admit you dislike it [capture the flag resource harvesting], as is your want, but do not attempt to explore why it is supposedly inferior to the build harvester/gather resource model used in Starcraft.
I don't explore why in my opinion it's inferior? That's funny. I'm pretty sure I had three paragraphs about that issue. Hell the "more realistic" is a single comment I make at the beginning of a sentence which finishes with "plus it opens up a wonderful strategy". I go on to talk about surgical strikes against gathering units (aka the Reaver Drop) which if pulled off successfully can cause a lot serious long-term damage before delving into the whole issue of what happens when you let your enemy capture your strategic points. You did read all that didn't you or did you stop one sentence in and skip the rest?
ImperialCreed said:
It works, yes, but it’s been around so long and been used so much that it has lost whatever novelty or sense of fun it had in the first place. It’s simply an old way of doing things (relatively speaking).
Ahhh the "it's old" factor. We get a lot of that when talking about turn-based games around here. "They're old, real-time is the future!". God forbid. Some of today's kids really could do with playing a game of chess every once in a while. Just because it's old doesn't mean it's not any fun. There's a reason the rules haven't changed.
ImperialCreed said:
Plus, it’s a serious contributing factor in the much maligned ‘turtle’ and ‘tank rush’ type of play that a majority of RTS players I know hate.
"Majority"? Can I see that survey please or is this part of the 90% of statistics that are made up? I think you'll find that most of the RTS players who hate turtling hate it because shock, horror, they actually need to employ proper strategy in order to get around them. There's a very good reason World War I got bogged down in trench warfare while World War II didn't. They didn't have tanks or airplanes for WWI, so devising strategies to get around enemy lines was a bitch. A few guys behind some sandbags with a machine-gun on top was quite capable of holding off a much larger force. You didn't just send your men in mindlessly, you had to think about how you were going to get around it. If you were fighting on a beach, it meant co-ordinating your attack with artillery bombardment coming from ships off the coast. If you were inland, it meant either holding the position and finding another way around or again, co-ordinating your attack with artillery units.
ImperialCreed said:
An army is not built upon arrival at a warzone. It is reinforced and organised, or re-equipped, but the physical tanks that comprise an armour brigade are not built by materials pulled from the hotzone only to roll out seconds later into that hotzone.
Tanks were still rolling out of the factories in Berlin while the Russians were invading towards the end of World War II. Think about that for a minute. There's a difference between what's supposed to be a representation of a city or town with manufacturing capability and any single "hot zone". Though that's mostly irrelevant as my (single and quite brief) mention of "realism" had more to do with "Who put these magic flags here and why does capturing them allow me to get more units?" than it did in how those units actually arrive on the battlefield. Crystals and Vespene Gas are representative of mining operations carried out (and protected) in order to build the units needed to win. Capturing flags and having that acquire you more units is representative of...? I mean, if these units exist and Space Marine Command needs me to hold this position to win, why aren't they giving me everything they've got?
"I'm sorry Commander, the Generals aren't going to give you those tanks you wanted until you capture that hill."
"But I need those tanks in order to capture the hill!"
"Uhh... Think of it as a test. Yes, that's it. A test. We couldn't give you everything you needed now, could we? That just wouldn't be right!"
ImperialCreed said:
I’m not sure I understand why it is you have a problem with the actual combat in DoW. For a start, it looks spectacular, both graphically and in terms of the various unit animations.
Maybe because I like a little bit more depth to my combat as opposed to just "OMG EXPLOSHUNS!" (which I'm pretty sure I mentioned anyway)?
ImperialCreed said:
It feels like proper combat too, when you pan and zoom the camera in to ground level to watch a Dreadnought pulp an unsuspecting Ork, you delight at the spray of blood and the satisfying squelching/cracking sound.
While I'm here, for some reason or another, vanilla Dawn of War + patches doesn't let you zoom the camera around like it did pre-patch. I can only assume that once again, that's something Relic fudged up and then had to undo with one of the expansions.
ImperialCreed said:
As for your issue with superior numbers always winning – why did you even mention it if you believe that should always be the case (“and don’t get me wrong, so they shouldâ€). You seem to dislike the fact that you win too well, and try and criticize the game for doing something you think is actually a good thing.
Try this in Starcraft. Get 12 Marines of yours to attack 24 Marines of your opponent's. He outnumbers you 2 to 1, so he wins and rightly so. However, take a look at what he has left. Sure, he's still got a fair few Marines left (over half) but your guys have done some damage as they've gone down fighting. Enough that if he were to attack your base afterwards, your remaining bunker and Siege Tank would be enough to stop him and make him think twice. Now try that in Dawn of War. Whomever has the lesser units doesn't just lose,
they get slaughtered. Oh sure, they fight back and maybe take out one or two of their opponent's units but your opponent is re-inforcing that squad as your Space Marines stand and shoot each other for 5 minutes. By the time your guys are all dead, he's popped out a replacement for every unit he lost. More to the point, by the time your guys have managed to kill a second unit of his, he's replaced the first unit you killed while two more of your men have died.
ImperialCreed said:
a Space Marine squad is not a mobile Marine factory.
Just because you say something doesn't make it true.
ImperialCreed said:
All squads can reinforce in the field, but only up to their set size limit
... and all squads (of Space Marines at least, we'll stick to the one race to keep it simple) are built with only 4 men, meaning you have to re-inforce them up to that maximum of 8. Meaning that if you have 2 squads, you can get twice as many Marines out as I can with just one squad. It's a process that slows you down and re-inforces the point that "lose one battle and you've lost the war" because while he's re-inforcing his units, you have to completely re-build them and then increase their numbers and then upgrade them with special weapons. All he has to do is (thanks to the "lesser units get slaughtered" implementation) "re-inforce" one or two guys.
ImperialCreed said:
It’s easier to command your forces too, as you no longer have to worry about including every last unit in the click n’ drag box. Clicking on any squad member selects the whole squad. At the very least, it’s a timesaver.
People are still clicking and dragging? How cute. I thought everyone used the hotkey numbering now? Certainly didn't have any problems managing my men in Starcraft using that, or in Dawn of War for that matter.
ImperialCreed said:
The point you make about turrets is bit unfair too.
Yes. How unfair of me to want turrets that are, I dunno, actually useful?
ImperialCreed said:
DoW’s central focus is combat
As opposed to all those other real-time strategy games where the focus is on... er... arts and crafts?
ImperialCreed said:
[It's] about getting your units face to face with the enemy and keeping them there
Actually, it's not. Dawn of War is about getting your units face to face with the enemy and then running away into cover and hoping he'll follow you in a desperate bid to gain some sort of advantage because beyond just duking it out, you don't really have any other alternatives. As for keeping them there, well, I wouldn't. You either have more units than him in which case you're going to win without taking very many losses or you have less units than him, in which case you're going to lose. Sure, you could "retreat" but the thing about retreating is that you need somewhere to retreat to. Useless turrets that will be taken down in about 2 seconds are not really an effective withdrawal point.
ImperialCreed said:
Having implacable defences that you can simply sit behind and watch as your enemies bounce ineffectually off of them is not a good way to encourage proper battles.
I'd really like to play the real-time strategy game that has this. So far all I can find out is that it seems to be some mystical non-existant game which serves as a useful example on why all defensive buildings should be nerfed for people who don't actually know what strategy or tactics should be about. For me, I think about games like Starcraft where I can build a wall of Photon Canons and then watch in horror as a Terran quite happily sits back in siege mode blasting them away without taking any damage because the range he's firing from is too far away for my canons to do jack... or even the Zerg who just gets a bunch of Guardians together and casually starts making their way through my wall of canons which once again, have been rendered useless because the Guardians out-range them. I certainly can't think of any game where I sat behind my turrets and laughed...
Oh wait, actually I can. And it was mostly because my opponent didn't know what "strategy" was. They seemed to suffer from some form of dementia which resulted in them thinking that all they had to do was build the biggest most expensive units they could and then send them at my base. Thank God these people aren't joining the army and becomming military commanders, otherwise we're screwed.
ImperialCreed said:
At the end of the review you even say you were looking for a better Starcraft, and I think you might have carried your style of play over from that title. ‘ Not being like in Starcraft’ is not a basis to criticize any of the elements of DoW.
Actually, it's a perfectly valid reason. Starcraft is balanced (which you yourself seem to acknowledge). It's a "Game of the Year" real-time strategy game. In fact, it seems to be the best damn strategy game there is. When someone makes a product in the same market, I like to compare it to what else is out there. I don't like to buy inferior crap when there's already a better and far superior product available.
ImperialCreed said:
vehicles are as useful as a wet paper bag in serious close combat
When in close combat with what? Predator tanks seem to do just fine. Mind you that's another thing. Watching supposedly awesome close combat units getting cut-down before they even reach your men sure is fun.
ImperialCreed said:
Even if you managed to fit three or four squads of Terminators into your forces the resulting army would inevitably be smaller than your opponents (read: have fewer guns, fists, knives, teeth and above all, options).
Which is why I pointed out that Terminators suck. Why build less men when more men is what's going to make you win? This has probably changed too but in vanilla DoW, Terminators take up 4 personnel each meaning "three or four" is the most you can build and once you have that many, you can't build anything else. Send those guys into battle and watch as they lose morale so quickly it's not funny. Compare that with sending in two squads of Space Marines instead, having only one group lose morale and rallying it right back up to full strength again.
ImperialCreed said:
[Artillery are] fantastic barrage weapons against massed infantry and have excellent range.
... because if his men aren't massed, artillery units can't actually hit anything and if they don't hit anything, then by the time they're ready to fire again, his men are on top of you.
ImperialCreed said:
DoW isn’t balanced though (play Tau against Necrons in the Dark Crusade expansion)
I'd really like to see just one person who says "Dawn of War isn't balanced" and then goes on to love it to explain WHY it isn't balanced. To actually put their brain to it and *think* "What is it that really makes this game unbalanced?". Now I could tell you... Oh wait, I did. In fact, I think I wrote a whole article about it.
ImperialCreed said:
but I suspect [Dawn of War] was never meant to be [balanced]
It's nice to see that your reply basically boils down that because the game has really nice explosions, we should excuse all its other faults and who cares if it's not balanced? Boy, I sure do look forward to the future of real-time strategy games. Why, I can't wait until someone updates the rules of chess and makes the black pieces completely useless. At least the explosions will be AWSUM though!
You know what I like most about my review though? I pointed that all out. I even said several times "you either like that or you don't". All you care about is AWSUM EXPLOSHUNS? Excellent. Go right ahead. Want some strategy though? Want to have to think about what you're doing? Actually want a chance to beat your opponent rather than being slaughtered because the race you chose is unbalanced? Well then, you better think again.
And Starcraft is still the better game.