- Joined
- Jun 18, 2002
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Notice how the game still revolves around zones of control?psycojester said:Build times are decreased with more builders and Eldar can put up webway portals anywhere. hmm possible something to cross reference with your comments about every race being the sameFirst off, there are zones of control. You can only build within one of these areas.
And another game this morning. I'm finding that in Dawn of War there's a point where you've won or lost even before it's all over. I encounter the God-like Enemy Force Commander and send my own Force Commander and a Marine squad after him, along with 4 full groups of scouts. The enemy only has scouts at this stage. His Force Commander was wounded but he still took out mine first. Once my Force Commander was gone, it didn't matter how tough those Marines were, the god-like enemy Force Commander with 2 millimetres on his health bar left took them out without getting scratched. Now normally, I'd be dead because all he'd have to do aftr that is send his Force Commander into my base. It wouldn't matter what I could build, nothing can take out the Force Commander. Thankfully the AI didn't though so I had time to get another Force Commander and a bunch of Scouts. I send them down and kill their Force Commander. That's it, I've won. Why? Because now my God-like Force Commander can pummel everything in his base wihtout getting scratched. The enemy was still building Marine units that popped out but I took care of them as if they weren't there. I took out the barracks (he was Space Marine too) and then spent the next ten minutes attacking his stronghold because for some reason, someone decided it'd be fun to make a stronghold take forever to destroy (pity turrets or listening posts aren't that tough!). During this time Scout units keep popping out and getting cut down until eventually, after a long, long time the stronghold is destroyed. I win, yay. Point is, I lost the minute my Force Commander was killed but thanks to some dumb AI, I wasn't attacked so I could easily kill his weakened Force Commander with my new one and win. It didn't matter what defenses he had, what buildings he had or how many troops he had. The fact that I had a god-like Force Commander and he didn't ensured my victory. That's piss-poor game design right there.
They could've built a game which meant taking out turtles required strategy. That's my point though, it doesn't. I can send one Squad of Space Marines (the basic military unit) at a fortified listening post and take it out WITHOUT ANY PROBLEMS WHAT-SO-EVER. My Space Marines walk through the defenses as if they weren't even there. Send over a Force Commander over as well and it's even easier.psycojester said:Relic said repeatedly that the game was built with discouraging turtling in minds THE EVIL CUNTS!
There's no command that finds the "nearest build unit". The . hotkey only cycles through them in the order they were built. When you've got a game that involves you sending out units every which way, litle things like that can help make it more fun rather than map scavenging. If I'm being attacked, then I'm too concerned with clicking on Squads and re-inforcing them than I am with capturing control points which the PC is doing quite happily all at once, attacking me and taking my control points and attacking my Scouts with his Scouts.psycojester said:You can't multi-task, this is the games fault how?
Well given that your playing as space marines its not particularly suprising that your troops are space marines. But that said there is plenty of tactical variation.psycojester said:The really bad thing though, is that there's no alternative strategies.
EG. Assualt marines have jump packs and melta-bombs, jump over past the enemies retarded attempt to turtle, use the melta bombs to destroy key-structure, then use the orbital relay to deep-strike with terminators and dreadnaughts.[/quote]
To deep strike you need an Orbital Relay. By then, I've already got 4 or 5 Predator tanks. Why bother deep striking when I can walk all over him anyway? Because defenses are useless, it's not like I have to actually bother getting around them or coming up with a strategy to take them out. I can just send in Space Marines and a tank and keep moving. And why bother with using meta-bombs to destroy a key structure? Again, by the time I'm that far in the game, I've got tanks and I'm walking all over him. As each new unit he's building pops out, it gets cut down in seconds because it doesn't have a chance to re-inforce. If I remember rightly, deep-striking also requires you to 'see' that part of that map (IE: no fog of war) meaning you have a unit there. Typically I don't bother with skull probes because again, by then I've got tanks and I'm walking all over him (and skull probes die quicker than what they're worth). I can 'see' that part of the map because I've got a bunch of tanks there and am already kicking his arse. In other words, the game is already over.
No, the thrust of my complaints are that there's no real alternative strategy. I'm talking a Terran sends over 12 Battlecruisers, you freeze 4 of them and then psi-storm the rest into destruction with just a handful of Templars. You then drop Reavers into his base to take out his economy and send some more to take out the defenses out the front because they actually pose a threat.psycojester said:So the thrust of your complaints are that you suck at multi-tasking and are grumpy that the AI isn't just sitting there passively letting you turtle up and swamp them.
In Dawn of War it's he sends over his Force Commander -> You're screwed because your Force Commander was out in the field on the way to his base as you were thinking you'd run into his Commander along the way OR his Force Commander is being moved around with a group of Scouts taking over control points, you try and intercept but your Force Commander is elsewhere so there's point even trying. You spend most of your time running away from every force you encounter because he's got his Force Commander there and you haven't.
In Starcraft, I can send an attack force into your base and if you atack my base at the same time, my defenses with a newly built re-inforcements can actually hold you off long enough for me to send my army back that way and try and take you out. In DoW, if you leave any units behind, it means your attack force is going to be destroyed for starters and as a follow-up, your useless defending group are going to be walked all over. There's no give and take. There's no "ouch, almost lost that one but I can rebuild quickly and hold out a bit longer". No, it's all-over.
In Dawn of War it's build units -> Send them to enemy's base -> Win / Lose (Depending on who's Force Commander / Invincible God-like units die first).
So far, I'm getting told I'm right. Turrets suck and aren't worth building. They're only going to "tip the balance" if you've got your entire army back at base defending it (God forbid you be out attacking someone else at the time). God-like units can take out anything in their path without breaking a sweat unless your own God-like unit is there. If your God-like unit dies first, you're dead because those units really are God-like.