Artosis, dont take this the wrong way, but when i hear you say a game is "fun" You have to understand, we have seen you playing video games. Accept that our definitions of fun and whatever you do on video games are maybe not the same thing.
Maybe bigger than unit types, but how are hard-counters in this game? Because that's the biggest problem that DKim created from SC1 to SC2. In SC2 you're less likely to be flexible with comps and solve things w micro because of how hard counters work or how good harassment units are or how narrow and niche some units can be. Everything in SC2 was too specialized. In SC1 everything can be a soft-counter, so you had more freedom, it felt more organic. I hope D.Kim doesn't port that same hard-counter philosophy from SC2 straight into this new game.
One solution I imagine is through map design: creating spaces that can be used to reduce some surface area on small numbers of units or slow zones or whatever the case may be, and could be scaled up with being able to spend some resources to get a limited time map feature active or something like that. I don't know how much they plan to do with battle aces, but map design intricacies are definitely a route I hope they'll consider
couldn't you just give an unit the ability to create a temporary wall, like sentry forcefield in sc2 or a spell that slow down the melee units so you can kite them?
Why all these new RTS have units that just look like toys? I don’t find them attracting in anyway
No blood and gore means that they don't have be rated for older audiences, less regulatory stuff to deal with.
because all of them are aimed at 12 years old children.
Artosis, dont take this the wrong way, but when i hear you say a game is "fun"
You have to understand, we have seen you playing video games.
Accept that our definitions of fun and whatever you do on video games are maybe not the same thing.
Maybe bigger than unit types, but how are hard-counters in this game? Because that's the biggest problem that DKim created from SC1 to SC2. In SC2 you're less likely to be flexible with comps and solve things w micro because of how hard counters work or how good harassment units are or how narrow and niche some units can be. Everything in SC2 was too specialized. In SC1 everything can be a soft-counter, so you had more freedom, it felt more organic.
I hope D.Kim doesn't port that same hard-counter philosophy from SC2 straight into this new game.
One solution I imagine is through map design: creating spaces that can be used to reduce some surface area on small numbers of units or slow zones or whatever the case may be, and could be scaled up with being able to spend some resources to get a limited time map feature active or something like that. I don't know how much they plan to do with battle aces, but map design intricacies are definitely a route I hope they'll consider
couldn't you just give an unit the ability to create a temporary wall, like sentry forcefield in sc2 or a spell that slow down the melee units so you can kite them?
pehaps a unit that can put up and take down a small barrier
1st. I've got chills
Battle Aces is still an awful name and it sounds like a mobile freemium title.
or a Windows 95 tank shooter game FREE with CD-ROM package
"Battle Asses" sounds like a great spiritual successor to "Dead or Alive" or "Rumble Roses" 😂😂😂
Spellcasters to nullify them in one way or another.
Not going to play anything that has been touched by David Kim.