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by FABIO 03/12/2005, 7:29pm PST |
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Just wondering if I'm the only one running into these
The only resources that seem to matter are gold and fuel. They're the only ones I ever run out of. I always have more ore, crystals, and food that I know what to do with.
I'm having a blast with the ground combat, less so with the space combat. Problem is that space combat happens much more often, and you get a wide range of ground units, but only 2 ships per race, and one of those is basically the same small fighter. The other is basically the same as a fighter, only it's roughly 50-100% stronger with a 50-100% higher price, and a special ability to boot. So I don't really see why you'd get the basic fighter over the special ability ship. In the beginning you're slugging it out with only that one ship. I'm guessing the point is to get players to expand so they get more ship types, but in the beginning you can't help but stick it out with only one ship for quite awhile.
I like the design of the Fvrost ships: not the most heavily armed or armored but the only ones with ranged attacks coupled with sneaky teleporting. The ghoulish aliens (Groth?) seem to get the short end of the stick. Their ship's special ability is damaging transported units, which doesn't help you at all in a ship to ship battle. Most of the time anyways if you catch a freighter you can usually just kill it outright. The zealot (Altair?) ship are alright. Haven't had much experience with the God of War's Kratos alien ships yet.
The battlecruisers kind of took me by surprise. I was expecting a juggernaught battleship, but they're actually just barely stronger than a special ability ship. Their real strength seems to be in their ability to transport other ships which saves fuel/gold costs for travelling long distances. So instead of some massive star destroyer, they're basically intergalatic mass transit commuter buses to cut gas costs o_0. The motherships feel about as powerful as I was expecting the battlecruisers to be.
The science upgrades all basically cost the same, but vary hugely in their usefulness. Does anyone not get vessel weapon and armor upgrade first thing? Now who wouldn't save scan vessels for last?
Ground combat:
The production capacity of ground units per turn might need to be toned down. You can get away with just having a single infantry on each planet unit you spot an enemy freighter approaching that you can't stop. Then you can easily muster a massive ground army on that planet in one or two turns. The huge upkeep costs (about 25-33% the unit's production cost per turn) further encourage you to ignore getting ground forces until the last possible minute, at which point you can summon up a horde in no time.
Snipers don't seem worth it at all. Their main detriment is that they can't shoot through units, which means you need a clear line from them to the target, which means they're vulnerable and can be easily rushed by infantry, which kind of negates the point of their long range offsetting their fragile nature. You could take a potshot with them, then move your infantry in front of them to screen them, but that means you'll only get one shot off with your snipers and they don't do that much damage per shot so that one opening shot won't mean much. The only time snipers seem useful is if you get them to touch a tower and have them run around annoying the enemy at a range with that power.
Haven't fooled around with the mechs much, but I'm stumped on the zealot mech. What does his conversion power work on? Everytime I try to use it, it either says the target is immune or the ability is completely greyed out (even though it's charged).
The zealot field generator seems like it's a LOT better than the others. The description makes it sound like it affects your units as well, so you'll use it to cover your infantry from long range fire. BUT it seems like it doesn't affect your units at all. So you can just set it up, park your army in it, and blast your enemy with artillery while he can't fire back and is forced to send scrubby infantry only at you.
Kind of confused on what effect C.O.'s have. Do they just boost their race's units that you have? It also seems the race you start with is entirely dependant on the map and a random factor. Kind of unfair if one person starts out with his CO's race and the other doesn't.
That's all I guess. I'll post this in the official forum. |
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