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Active: 1918 users

Grey Goo - new RTS from original C&C devs - Page 24

Forum Index > General Games
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RagequitBM
Profile Joined November 2011
Canada2270 Posts
January 27 2015 23:30 GMT
#461
Might check this game out when it goes on sale, it looks fun, and I love me some RTS

Surprised so many people are against adding apm. Part of the appeal and fun of broodwar for me was pressing buttons fast and such.
Twitch.tv/Ragequitbm for all the fans
Jadix
Profile Joined September 2004
United States134 Posts
January 27 2015 23:41 GMT
#462
I really like the move away from APM. It just makes the game more enjoyable to play, and allows competitive gameplay against players who aren't as good at hotkeys.

High apm requirements for a game really bring the accessibility down, and make playing very stressful. I think less focus on micro and high apm leaves more room for tactics and map control. It allows you to think more clearly and you won't lose games because of misclicks as often.
Sonnington
Profile Joined December 2012
United States1107 Posts
January 27 2015 23:52 GMT
#463
So this is the RTS the old Westwood boys have been talking about wanting to make for the last 5 years or so. It looks pretty good. I wish the units would move faster though. It doesn't look like there's much in the way of micro yet.

It looks easier to play than SC2 and easier to understand what's going on from an outside perspective. Of course, I don't have enough experience with the game and there isn't a pro scene surrounding it yet.
RagequitBM
Profile Joined November 2011
Canada2270 Posts
January 28 2015 00:04 GMT
#464
Been watching some more videos since my post, and I agree with what someone said earlier, if this game ran at 150% speed , it would be the perfect speed I think
Twitch.tv/Ragequitbm for all the fans
B1nary
Profile Blog Joined January 2008
Canada1267 Posts
January 28 2015 00:13 GMT
#465
I played a few missions. It feels almost exactly like the old C&C games. Units move slowly and die quickly. Just build up a huge army while fending off light attacks and steam roll through everything. I don't really expect it to be a big E-sport or anything but it's very fun if you're not too much of a hardcore micro RTS player. Can still be as APM-intensive as you want it to be.
RDaneelOlivaw
Profile Joined April 2011
Vatican City State733 Posts
January 28 2015 01:46 GMT
#466
I really like the economy concept of the Goo. It's really unlike any faction I've seen in an RTS before and feels very fresh
FeyFey
Profile Joined September 2010
Germany10114 Posts
January 28 2015 03:09 GMT
#467
playing against goo is like playing multiple matches of Evolve at once xD. And Mother goo's are super evil when microed right. Might be doing something wrong, but I micro more then I do in Sc2. But thats because there is less time to spend on macro and everything is slower.

Also when playing Beta ... Terra-tron !
Aron Times
Profile Blog Joined March 2011
United States312 Posts
January 28 2015 03:19 GMT
#468
There is a lot of micro, just not a lot of the traditional Starcraft micro that you're used to. Because of the slow unit speed, the micro is in managing multiple armies at the same time. The game very, very, very heavily punishes deathballs with its extremely powerful artillery across all factions. The stats on the artillery units seem weak when compared to the extreme damage of Terran Siege Tanks, but their AoE is much larger than comparable Starcraft units; once you reach a critical mass of artillery, you can wipe out entire armies extremely quickly. This means that you have to split your armies and split those armies' individual units when facing artillery.

The units are slow, and production is automated, but that doesn't mean that you have little to do. On the contrary, you have more brainpower to allocate to micro, such as seeking and destroy enemy expansions. Against the Goo, you have to micro your air scouts to avoid Tempests (Goo anti-air) so you can find and target their Mother Goos hiding on high ground. Air units in general are micro-intensive, considering they have limited ammo and high burst damage, making it very easy to waste their damage on enemy walls and other low-priority targets.
"The drums! The drums! The drums! The neverending drumbeat! Open me, you human fool! Open the light and summon me and receive my majesty!"
KalWarkov
Profile Blog Joined December 2011
Germany4126 Posts
January 28 2015 03:46 GMT
#469
On January 28 2015 12:19 Eternal Dalek wrote:
There is a lot of micro, just not a lot of the traditional Starcraft micro that you're used to. Because of the slow unit speed, the micro is in managing multiple armies at the same time. The game very, very, very heavily punishes deathballs with its extremely powerful artillery across all factions. The stats on the artillery units seem weak when compared to the extreme damage of Terran Siege Tanks, but their AoE is much larger than comparable Starcraft units; once you reach a critical mass of artillery, you can wipe out entire armies extremely quickly. This means that you have to split your armies and split those armies' individual units when facing artillery.

The units are slow, and production is automated, but that doesn't mean that you have little to do. On the contrary, you have more brainpower to allocate to micro, such as seeking and destroy enemy expansions. Against the Goo, you have to micro your air scouts to avoid Tempests (Goo anti-air) so you can find and target their Mother Goos hiding on high ground. Air units in general are micro-intensive, considering they have limited ammo and high burst damage, making it very easy to waste their damage on enemy walls and other low-priority targets.


the thing is - you need the same amount or more brainpower in starcraft, despite it being vastly faster in every way.
i dont see the skillcap in this game ever reaching a competetive point thusfar, i might be wrong since ive seen little, but thats my first opinion
DiaBoLuS ** Sc2 - Protoss: 16x GM | Dota2 - Offlane Immortal | Wc3 - Undead decent level | Diablo nerd | Chess / Magnus fanboy | BVB | Agnostic***
Aron Times
Profile Blog Joined March 2011
United States312 Posts
Last Edited: 2015-01-28 06:53:38
January 28 2015 06:51 GMT
#470
Competitiveness isn't binary. Tic Tac Toe is competitive, in that you play against another player. Starcraft is competitive. Some games are simply more competitive than others. And it's not based on mechanical skill. Chess has no physical mechanics outside of moving the pieces by hand, and it's one of the most competitive sports out there.

As for Starcraft, it's the accessibility that's the issue. I don't mean to presume, but you might be confusing skill cap (competitiveness) with skill floor (accessibility). Lots of traditional RTS players look down on MOBA players due to the supposedly lower skill cap when they're really talking about the low skill floor.

I'm not sure if it was TotalBiscuit that said this, but RTS games have dramatically sped up over time. Grey Goo is an RTS that tries to appeal to those who dislike the high mechanical skill gate of SC2. Also, outside of TL.net and other SC2 sites, Starcraft isn't considered fun to play, but fun to watch. The fact that it's too hard for most people has hurt its popularity a lot and partially contributed to the rise of MOBA and the general decline of traditional RTS.

It feels really different when I can play DotA 2 at a reasonable level with my friends while occasionally taking my left hand off the keyboard for a few seconds to sip some coffee. With Starcraft 2, I can't stop to take a breather during the game because I have to keep macroing the whole time. Also, none of my friends play it. Now, ironically, Grey Goo is actually a more involved experience than DotA because I have to keep scouting the map for expansions/Mother Goos while controlling two or more mixed groups of units all over the map.

I mean, it's not for everyone, so if you don't like it, you don't have to get it.
"The drums! The drums! The drums! The neverending drumbeat! Open me, you human fool! Open the light and summon me and receive my majesty!"
TelecoM
Profile Blog Joined January 2010
United States10682 Posts
January 28 2015 07:26 GMT
#471
That is true Eternal Dalek, I agree with you on that. Nice post.
AKA: TelecoM[WHITE] Protoss fighting
SeinGalton
Profile Blog Joined April 2011
South Africa387 Posts
Last Edited: 2015-01-28 14:24:05
January 28 2015 08:34 GMT
#472
Yeah, seconded -- in fact all your posts in here have been really great, Dalek. Thanks.

Any pontificating on the competitive viability of this game, what, 5 days post-release, just makes you look like a little ultracrepidarian shit. If that pile of trash Planetary Annihilation can get a semblance of a competitive scene going then I'll bet GG can too. But it really needs time with its community. The map editor is scheduled for release in an upcoming patch and we'll have to really give it a couple of months and see what comes out of that.

Beyond that, I'm already salivating at the prospect of a potential expansion in a year or two's time. Aftermath, Rise of the Shadowhand, Core Contingency, Brood War, Zero Hour, Frozen Throne, Thrones and Patriots (edit: Yuri's Revenge!) -- the RTS genre has, historically, benefited a lot from good expansion packs, and I hope GG does well enough for Petroglyph to make one.

Also 'Grey Goo' is the least pretentious title for an RTS ever. It's fun, I dig it.
They're coming to get you, Barbara.
BluzMan
Profile Blog Joined April 2006
Russian Federation4235 Posts
January 28 2015 08:37 GMT
#473
The least and the most pretentious depending on the audience. The game is quite smart about it's lore in more aspects than one.
You want 20 good men, but you need a bad pussy.
-Archangel-
Profile Joined May 2010
Croatia7457 Posts
January 28 2015 09:00 GMT
#474
Zero Hour was both so awesome and so broken :D
It had potential if EA didn't abandon the whole project soon afterwards.
ahswtini
Profile Blog Joined June 2008
Northern Ireland22208 Posts
January 28 2015 09:30 GMT
#475
On January 28 2015 18:00 -Archangel- wrote:
Zero Hour was both so awesome and so broken :D
It had potential if EA didn't abandon the whole project soon afterwards.

Agreed, there was a healthy competitive playerbase even with the imbalances of 1.04

1.06 community patch fixed a lot of it, but of course it was never officially adopted because EA just ditched the game
"As I've said, balance isn't about strategies or counters, it's about probability and statistics." - paralleluniverse
SeinGalton
Profile Blog Joined April 2011
South Africa387 Posts
January 28 2015 09:49 GMT
#476
Yeah it was broken, but my friends and I sank so much time into that game. Frankly we were too terrible at it for the bad balance to matter, someone else was always doing something zany you didn't count on so we just had a ton of fun.

For better or worse it doesn't seem very sound for a post-SC2 RTS developer to try and recreate the full hilarity of those millennial titles. As though Starcraft has monopolized the unspoken tenets of the genre to the point where an RTS isn't good if it's not competitive and it's not competitive if it's not twitchy and demanding. Which, my love for Starcraft notwithstanding, is horseshit. No, this game may well have something to say; let it learn to speak.
They're coming to get you, Barbara.
-Archangel-
Profile Joined May 2010
Croatia7457 Posts
January 28 2015 11:02 GMT
#477
I had far more fun playing Zero Hour in 1v1 and 2v2 than I ever had SC2.
Godwrath
Profile Joined August 2012
Spain10132 Posts
January 28 2015 14:25 GMT
#478
I hated zero hour. But yeah, i had more hours on Generals multiplayer than ever did on SC2. Even tho it was lacking a lot of features. Another game i enjoyed a lot was ground control 2 multiplayer, if people are looking to dig up some genuine gems of the genre (of course, Homeworld shouldn't be unknown to any of you guys).
maartendq
Profile Blog Joined December 2010
Belgium3115 Posts
January 28 2015 14:30 GMT
#479
On January 28 2015 08:30 RagequitBM wrote:
Might check this game out when it goes on sale, it looks fun, and I love me some RTS

Surprised so many people are against adding apm. Part of the appeal and fun of broodwar for me was pressing buttons fast and such.

Believe it or not, but there are people who do not want to be mentally and physically exhausted after having played an RTS for half an hour.
-Archangel-
Profile Joined May 2010
Croatia7457 Posts
January 28 2015 14:56 GMT
#480
Now that devs are back from PAX I wonder what is their next move. I hope they can fix the region lock problem soon. People are sometimes waiting too long for a game.

And I hope the replay and observer features come sooner than later.
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