MetalCraze said:
I'm sticking to it. You are saying that outbuilding your enemies in C&C is something special - I'm simply proving otherwise.
No, I'm saying that outbuilding comes only after tactical superiority, after you claimed C&C has no tactics.
C&C-series (incl. Red Alerts) are all rush games (except for C&C2) through and through. Build more units than your enemy and you will win.
That's stupid. Units have cost-effective counters. Cost alone doesn't tell who wins. You could say that having a diversified, well-rounded army that's significantly bigger than the enemy's well-rounded army will win, but it's like this in any RTS. If you repeatedly lose units and resources to the enemy you should eventually lose. And even if the enemy has a better army, you don't have to engage it as you have a bonus in defense. Or you can launch strikers against his harvesters. Can he have an army bigger than yours near each one?
Really? But if that will happen I will win. And you will understand that there is no tactics - you can't use ground for cover, you can't outmanoeuver me due to how C&C gameplay works, you can't retreat - it will be justa fight of a brute force.
Sad but true.
What, why can't you retreat?
As for maneuvering, there's a ridiculous amount of it just because of how resistant infantry is to tank fire. They always have to try to run over infantry groups, which of course scatter out of the way. More than Zerglings vs Siege Tanks. Or how about maneuvering stealth tanks? They're not permanently stealthed, so more maneuvering than Dark Templars. How about flamers? Insta-killing infantry but only at close range and they're fragile vs tank fire. Using the ground for cover isn't much different from Starcraft either. There is no bonus for heights but you can build walls which actually block damage.
Many? In C&C there are two types of units - those which hit everything on the ground and those which hit everything in the air. At best all your tactics will go down to covering your tanks with AAs.
Yes, if you only classify them by air attack capabilities, you'll get a binary result. It's the same in other RTS.
Not if the enemy has more DMG-per-second. Build more units if you need to. Under all gimmick and fake tactics covers C&C is still all about DPS.
Except that DPS is dependent on the actual unit that takes the damage. Whenever one player has much DPS of a certain kind, you build units which are resistent to that kind of damage. If he has flamers and you have small guns infantry, you should lose.
Oh but Starcraft is a totally different thing as units there are much much more varied than in C&C and many have unique skills with which they can exploit the weaknesses of the enemy. Starting with stealth units and ending with banal zerg fliers that shoot further than defence turrets. That's what makes Starcraft better than C&C and there is truly some form of tactics present.
Actually, both of these elements are present in C&C. Except Starcraft is badly balanced and you never see Guardians vs turrets in any professional game.
But it was. See what I previously wrote about the inability of less powerful units to beat more powerful ones.
You wrote about the theoretical inability. I'm saying that the actual games don't come down just to having more of the most powerful unit.
Here we go again. OK let's make it simple - give me examples of what you consider tactical in C&C. Not stuff like "you must outbuild your enemy to win - this is takktikks"
I never said that. I said that outbuilding your enemy is possible only defeating him in tactical mode. I consider tactical the combat system with varied units in groups of managable sizes.
Can you provide these statistics? I'm interested in knowing these myself.
I'm not aware of any world-wide study but this seems to be the case based on forum reports and personal knowledge of friends' playing habits.
No what I say is that HoMM is not a tactical game. But other elements make up for it and make it -fun-. Hey even the munchkinism part like getting all stuff on the map does.
And what I'm saying that manual combat without tactics is a bore no different than Dragon Age filler combat. I'm also saying that HoMM has no excuse for not being a tactical game seeing as it's not much of a strategical game either. And it's certainly not an action game, a puzzle solving game or a RPG. It's nothing.
Just like Doom is not as tactical as OFP but fun because of crazy amounts of meat, speed and weapons.
Doom isn't tactical but it's actiony. HoMM isn't tactical but it's... what? Munchkiny? Is this the main element of the game? Then that's precisely what I criticize it. It's for the phat loot achievement unlocking crowd.
I still want to know what makes it shit exactly?
The fact that combat requires no thought (nor other parts of the game, for that matter). It's a casual game.
See you even admitted that this is "rudimentary tactical element" - which oh so tactical Dis doesn't have at all.
It has it in an abstracted form which works out better than HoMM's expensive units which cover the entire battlefield anyway.
This "tactical" buzz threatens to become new C&C without which as we know all RPGs are shit.
Except that "tactical" has already been used by people which are obsessed about the wargaming roots of RPG. And I don't disagree that if a game has combat, it should be either actiony, tactical or automatic. That's why Star Control 2 or Cavewars' combat is better than HoMM's.
Huh? You don't weaken your oponent in Dis. 250 HP opponent is still as powerful as 1 HP opponent, whereas killing even 1 titan out of 5 will weaken them by 20%, not just 1%. And yes - stacks are being treated as a single unit by the game if you haven't noticed.
No, he won't be as powerful. the 1HP unit can't survive most attacks while the 250HP unit will survive most attacks. This makes a tactical difference, don't you think. And I say you're weakening your opponent because you're killing his units as well. It just doesn't happen every turn necessarily (which actually makes it an interesting rather than automatic, expected event).
No it's closer to 4X genre because the game is based around central points of 4X genre present in every self-respecting 4X game - building (towns in this case), diplomacy, trade and, of course, conquest.
HoMM is a strategy game exactly like C&C in a way in which it is based only around conquest in the end. Let's bash every single strategy game for not having diplomacy, trade and managing of your own country.
That's not why I'm bashing HoMM.
Or complain that Doom is a dumbed down casual piece of shit because it doesn't have those tactics like OFP.
It is pretty dumb. It wasn't developed intentionally dumbed-down because that's the level games were at. And I know for a fact that you'd rate OFP higher than Doom. By the same reasoning, I rate HoMM low.
You must love Carriers in Starcraft.
But I do.
An unexpected turn of events, elitist gamer Skyway proven to be an unskilled player?
Banal? So what skills do you want from them in combat but damage, healing, various buffs? In super-complex AoW units don't even have the last one.
Here is a list of unit skills from AoW 1, Undead race:
Black Bolts
Black Breath
Bloodlust (3/3 days)
Cause Fear
Cave Crawling
Cold Immunity
Cold Protection
Cold Strike
Concealment
Death Immunity
Death Protection
Death Strike
Dispel Magic
Doom Gaze
Dragon
Dragon Slaying
Extra Strike
Fearless
Fire Breath
Fire Immunity
Fire Protection
Fire Strike
First Strike
Flying
Forestry
Frost Bolts
Gas Breath
Healing
Holy Protection
Invoke Death
Leadership
Life Stealing
Lightning Immunity
Lightning Protection
Magic Bolts
Magic Protection
Magic Strike
Marksmanship
Night Vision
Path of Decay
Physical Immunity
Physical Protection
Poison Immunity
Poison Protection
Poison Strike
Regeneration
Strike
True Seeing
Turn Undead
Vision
Walking
Wall Climbing
Wasteland Concealment
Web
Of course, number alone doesn't prove anything, but some of them are really game-changing, especially since every unit has
at least five of these skills.
KalosKagathos said:
And Hory, HoM&M IV and V fixed several sources of your complaints: in IV you can move armies around without heroes, and in V every single creature has a special ability of some kind. It's not enough to make it the best TB strategy series around, like fanboys claim, but it's more than what Disciples have to offer.
I have specified that I'm criticising HoMM 2&3. Haven't played 4 and 5 (2 and 3 made me too cautious?) but I believe they can be better, especially since one was developed by the Etherlords devs.
And the fact that
sequels trying to be more tactical is taken for granted with no objections proves that 1-2-3 are just dumb-down versions of the same genre.