I mostly agree and I'll add that MP Skirmish is a major disappointment as well. My cousin is an avid TT player and we used to play a couple of games a year together. He moved to Canada, so we backed this..thing and thought we could get our fix playing this online. Not only are the mechanics inferior to the original game, but running it is such a drag that it would probably be faster to play tabletop. Including the flight over.
That's not Unity's fault though. Unity is great and it doesn't have to run like shit. Poor performance is 100% Harebrained's fault. They load assets dynamically -which is useful if you want to do cosmetic in-app purchase DLC or something I guess? Otherwise a really bad idea-, they have multiple audio sources on each mech -how? why? didn't they learn how to overload audio sources?-, they didn't make custom LOD models -Unity's default distance decimation isn't bad, but in the case of blocky mechs this is such an obvious optimisation win that I don't know how they missed it-, they have bloated savegames with exponentially increasing metadata, they use resource-heavy shaders everywhere to cover up the fact that their terrain assets are weak, and most jarringly: The GUI uses raycasted sprites in 3D world space rather than a 2D overlay. That is fine for simple games and main menus, but complex interfaces like this should not be set up that way. It's so bad that dragging components onto hardpoints slows down the mouse cursor. Some of these decisions make me wonder if they have any decent programmers in-house. I guess you can blame Unity for that: You can develop a game with limited technical know-how. Still, if a carpenter builds you a shed with a leaky roof, are you going to blame the hammer?