• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 10:01
CET 16:01
KST 00:01
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
ByuL: The Forgotten Master of ZvT25Behind the Blue - Team Liquid History Book17Clem wins HomeStory Cup 289HomeStory Cup 28 - Info & Preview13Rongyi Cup S3 - Preview & Info8
Community News
Weekly Cups (Feb 9-15): herO doubles up2ACS replaced by "ASL Season Open" - Starts 21/0241LiuLi Cup: 2025 Grand Finals (Feb 10-16)46Weekly Cups (Feb 2-8): Classic, Solar, MaxPax win2Nexon's StarCraft game could be FPS, led by UMS maker16
StarCraft 2
General
Behind the Blue - Team Liquid History Book ByuL: The Forgotten Master of ZvT Liquipedia WCS Portal Launched Kaelaris on the futue of SC2 and much more... How do you think the 5.0.15 balance patch (Oct 2025) for StarCraft II has affected the game?
Tourneys
Sparkling Tuna Cup - Weekly Open Tournament PIG STY FESTIVAL 7.0! (19 Feb - 1 Mar) StarCraft Evolution League (SC Evo Biweekly) How do the "codes" work in GSL? LiuLi Cup: 2025 Grand Finals (Feb 10-16)
Strategy
Custom Maps
Map Editor closed ? [A] Starcraft Sound Mod
External Content
Mutation # 513 Attrition Warfare The PondCast: SC2 News & Results Mutation # 512 Overclocked Mutation # 511 Temple of Rebirth
Brood War
General
Do you consider PvZ imbalanced? Recent recommended BW games BGH Auto Balance -> http://bghmmr.eu/ BW General Discussion CasterMuse Youtube
Tourneys
Escore Tournament StarCraft Season 1 [Megathread] Daily Proleagues Small VOD Thread 2.0 KCM Race Survival 2026 Season 1
Strategy
Simple Questions, Simple Answers Zealot bombing is no longer popular? Fighting Spirit mining rates Current Meta
Other Games
General Games
Battle Aces/David Kim RTS Megathread Diablo 2 thread Nintendo Switch Thread ZeroSpace Megathread Path of Exile
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Deck construction bug Heroes of StarCraft mini-set
TL Mafia
Vanilla Mini Mafia TL Mafia Community Thread Mafia Game Mode Feedback/Ideas
Community
General
US Politics Mega-thread Russo-Ukrainian War Thread Canadian Politics Mega-thread Ask and answer stupid questions here! Things Aren’t Peaceful in Palestine
Fan Clubs
The IdrA Fan Club The herO Fan Club!
Media & Entertainment
[Req][Books] Good Fantasy/SciFi books [Manga] One Piece Anime Discussion Thread
Sports
2024 - 2026 Football Thread Formula 1 Discussion TL MMA Pick'em Pool 2013
World Cup 2022
Tech Support
TL Community
The Automated Ban List
Blogs
ASL S21 English Commentary…
namkraft
Inside the Communication of …
TrAiDoS
My 2025 Magic: The Gathering…
DARKING
Life Update and thoughts.
FuDDx
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1666 users

General RTS Discussion Thread - Page 5

Forum Index > General Games
Post a Reply
Prev 1 2 3 4 5 6 7 8 9 Next All
qwerty4w
Profile Joined January 2024
54 Posts
September 05 2025 06:47 GMT
#81
Wind affecting projectiles means the current wind direction and speed need to be taken into consideration if the player wants to micro units perfectly. I think that's an interesting skill, but probably only makes sense for RTS/RTTs with low unit counts, which is likely why it's not reimplemented in Spring/Recoil.
Manit0u
Profile Blog Joined August 2004
Poland17665 Posts
September 05 2025 09:49 GMT
#82
On September 05 2025 01:11 JimmyJRaynor wrote:
Show nested quote +
On September 04 2025 05:35 Manit0u wrote:
On September 02 2025 04:06 JimmyJRaynor wrote:
Are there any well running RTS games made with UE5?


On September 04 2025 00:42 JimmyJRaynor wrote:
Unity has the potential to work well in a large scale RTS scenario. UE5 does not have that potential.


Tempest Rising uses UE5. It's an RTS with 200 pop cap just like SC2.

you can't play 2v2 with a pop cap of 200 on a machine that costs less than $3000. and when you have a $3000 machine player 2v2 you can heat your home in january with your computer.
they have a 2v2 with 100 pop cap mode that can be played on a reasonable machine.

there is no 3v3 or 3v3AI.

UE5 can not run decent scale RTS beyond 1v1 games.


You're wrong. If it would be impossible they wouldn't do a 2v2 ranked mode. And now introducing 3v3...


Time is precious. Waste it wisely.
Jaysod
Profile Joined August 2025
10 Posts
Last Edited: 2025-09-05 11:43:36
September 05 2025 11:41 GMT
#83
--- Nuked ---
qwerty4w
Profile Joined January 2024
54 Posts
Last Edited: 2025-09-05 14:25:33
September 05 2025 12:40 GMT
#84
There's nothing wrong with talking about the performance of Unreal Engine without talking about the gameplay details of any game.

Tempest Rising has key units with special abilities called specialists. The game had pretty imbalanced multiplayer 2-3 months ago and it was mostly GDF vs GDF, it seems to be in a much better state now. I heard that the multiplayer of early StarCraft without BW was mostly Zerg spamming 2-3 types of units, Tempest Rising at launch can't be worse than that.
Manit0u
Profile Blog Joined August 2004
Poland17665 Posts
Last Edited: 2025-09-05 13:09:06
September 05 2025 13:06 GMT
#85
On September 05 2025 20:41 Jaysod wrote:
Show nested quote +
On September 05 2025 18:49 Manit0u wrote:
On September 05 2025 01:11 JimmyJRaynor wrote:
On September 04 2025 05:35 Manit0u wrote:
On September 02 2025 04:06 JimmyJRaynor wrote:
Are there any well running RTS games made with UE5?


On September 04 2025 00:42 JimmyJRaynor wrote:
Unity has the potential to work well in a large scale RTS scenario. UE5 does not have that potential.


Tempest Rising uses UE5. It's an RTS with 200 pop cap just like SC2.

you can't play 2v2 with a pop cap of 200 on a machine that costs less than $3000. and when you have a $3000 machine player 2v2 you can heat your home in january with your computer.
they have a 2v2 with 100 pop cap mode that can be played on a reasonable machine.

there is no 3v3 or 3v3AI.

UE5 can not run decent scale RTS beyond 1v1 games.


You're wrong. If it would be impossible they wouldn't do a 2v2 ranked mode. And now introducing 3v3...

https://www.youtube.com/watch?v=VE8C4_665eU

This might as well be 1v1, its all just a mirrored blob of units hitting each other. Just 2 blobs i guess. Is that actually the game at its full potential? Are there any special key units? It looks as boring as it gets.
Crazy that people are actually talking about performance when the game looks that bad.


Isn't SC2 also just 2 blobs of units hitting each other? How is that different?

[image loading]
Time is precious. Waste it wisely.
SoleSteeler
Profile Joined April 2003
Canada5458 Posts
September 05 2025 14:55 GMT
#86
Pretty much all RTS are two blobs running into each other. If you don't play the game I find it hard to differentiate between units in all games.

BW seems to be the easiest to read (for me), except for dark swarm and occasionally air units.
qwerty4w
Profile Joined January 2024
54 Posts
September 05 2025 15:43 GMT
#87
Armies in C&C3 are generally more spread out than in Tempest Rising, probably partly due to pathfinding and unit physics and partly due to most vehicles in C&C3 can fire while moving.
Sermokala
Profile Blog Joined November 2010
United States14104 Posts
Last Edited: 2025-09-05 17:01:07
September 05 2025 16:59 GMT
#88
On September 05 2025 00:15 Ideas wrote:
Does anyone remember World in Conflict? That game felt so innovative in the way it handled multiplayer (8v8 battles where everyone picks a "class" that gives them a certain type of units to handle). Basically turned Battlefield into a team RTS (including completely destructible terrain/buildings). I'm not saying it was perfect at all, but definitely I think an interesting way of handling RTS multiplayer that might thrive in today's market (team-based games with defined roles for each player). I also loved the way that they set WASD to move the camera around lol.

I feel like 1v1 is just too off-putting to most gamers nowadays, but a team-focused RTS game could possibly find success.

Of course I think indie RTS game's biggest problem is just that most of them are way too derivative and nostalgic (big problem with a lot of the indie game market). Show me something new, not just worst versions of StarCraft or CnC.

The game did not age well. Oh boy do the units seem basic af. The campaign is probably the best rts campaign made tho, expecially added with the russian missions.

The problem with group games like that is that it makes match finding really rough. you can easily get stuck with bad teammates and that'll ruin an hour of your life for you. BA is what I think you're looking for but the issue I think is graphics. the standard of graphics today is just way too high for all the units that are needed. BA aparently redid like 80% of its assets to remain on the standard expected of the genre.

Warno and BA are both pretty great I think SD2 was also incredible when it game out and had those big team battles.
A wise man will say that he knows nothing. We're gona party like its 2752 Hail Dark Brandon
ThunderJunk
Profile Joined December 2015
United States725 Posts
September 05 2025 17:11 GMT
#89
On September 05 2025 15:47 qwerty4w wrote:
Wind affecting projectiles means the current wind direction and speed need to be taken into consideration if the player wants to micro units perfectly. I think that's an interesting skill, but probably only makes sense for RTS/RTTs with low unit counts, which is likely why it's not reimplemented in Spring/Recoil.


Yes, good point. I think it's a perfect thing in like an FPS where your sniper bullet gets pushed around a little by the wind. It's a necessity in a golf simulator.

With multiple battles all over the map, large scale and small scale, accounting for shifting directional windspeed just feels to me like too much.
I am free because I know that I alone am morally responsible for everything I do.
qwerty4w
Profile Joined January 2024
54 Posts
September 05 2025 19:32 GMT
#90
On September 06 2025 00:43 qwerty4w wrote:
Armies in C&C3 are generally more spread out than in Tempest Rising, probably partly due to pathfinding and unit physics and partly due to most vehicles in C&C3 can fire while moving.

I forgot that C&C3 also has a formation system and Tempest Rising doesn't have one. Having useful spread-out formations is probably the most straightforward way to make armies in an RTS more spread out.
JimmyJRaynor
Profile Blog Joined April 2010
Canada17267 Posts
Last Edited: 2025-09-05 20:11:17
September 05 2025 19:52 GMT
#91
On September 05 2025 05:48 qwerty4w wrote:
Tempest Rising is going to have 3v3 next week:
https://steamcommunity.com/app/1486920/eventcomments/603040419439183033

go on Twitch and try to find a game of Tempest Rising where 4 players are playing and they have a high unit count. Their "solution" is to create a 100 Pop Cap version of the game to make 2v2 viable. Unit tracking on UE5 does not scale. it fries the CPU.

Bob Fitch's 1997 SC1 Engine > 2025 UE5

i hope that eventually, after many years of trying, someone makes RTS viable on the UE5 engine and then licenses/sells the tech. Perhaps when CPUs are 10X as powerful as they are now UE5 RTS games can be viable on a $1000//4 year old PC the way SC2 was in 2010.

On September 05 2025 21:40 qwerty4w wrote: I heard that the multiplayer of early StarCraft without BW was mostly Zerg spamming 2-3 types of units, Tempest Rising at launch can't be worse than that.

Early SC1 was severely imbalanced.
Ray Kassar To David Crane : "you're no more important to Atari than the factory workers assembling the cartridges"
qwerty4w
Profile Joined January 2024
54 Posts
Last Edited: 2025-09-06 08:13:06
September 05 2025 20:37 GMT
#92
https://tempestrising.wiki.gg/wiki/Population
By default, Tempest Rising has a set Population population limit of 200. It limits the maximum number of units the player can have on the map.

As of the Rally & Recon update, the population capacity can be adjusted for skirmish and non-ranked multiplayer games. It can be set from 100 to 500 in increments of 100.

Any 2v2 with 100 pop cap is with custom setting. Tempest Rising's pop cap (which is always displayed on the left of minimap) is per player not per team.
Manit0u
Profile Blog Joined August 2004
Poland17665 Posts
September 06 2025 13:36 GMT
#93
On September 06 2025 04:32 qwerty4w wrote:
Show nested quote +
On September 06 2025 00:43 qwerty4w wrote:
Armies in C&C3 are generally more spread out than in Tempest Rising, probably partly due to pathfinding and unit physics and partly due to most vehicles in C&C3 can fire while moving.

I forgot that C&C3 also has a formation system and Tempest Rising doesn't have one. Having useful spread-out formations is probably the most straightforward way to make armies in an RTS more spread out.


Personally I think that the best way to do that is to go the DoW/CoH route - purchasing and operating squads instead of single soldiers. It's easier to manage and visually much easier to comprehend.
Time is precious. Waste it wisely.
Manit0u
Profile Blog Joined August 2004
Poland17665 Posts
September 06 2025 13:46 GMT
#94
On September 06 2025 04:52 JimmyJRaynor wrote:
Show nested quote +
On September 05 2025 05:48 qwerty4w wrote:
Tempest Rising is going to have 3v3 next week:
https://steamcommunity.com/app/1486920/eventcomments/603040419439183033

go on Twitch and try to find a game of Tempest Rising where 4 players are playing and they have a high unit count. Their "solution" is to create a 100 Pop Cap version of the game to make 2v2 viable. Unit tracking on UE5 does not scale. it fries the CPU.


[image loading]


There's 200 pop cap in 2v2. Also, there are units that make other units too (like drone troopers).



Why do you think they would add a 2v2 (and soon 3v3) modes if it wouldn't be feasible? I suspect they know more about the game engine they're using than you do.
Time is precious. Waste it wisely.
RogerChillingworth
Profile Joined March 2010
Chad3116 Posts
September 07 2025 07:23 GMT
#95
All due respect to Wayward, but Tempest Rising doesn't look good at all to me. Modern warfare in general is very hard to pull off for RTS, everything is inherently so generic. Tiberian Sun moved things into the future a bit and was able to be more creative.
But yeah, everything is just 2 blobs fighting each other. If the gameplay is run up to the opponent and attack and see who wins, why am I playing this game. I'm in it for the meaningless clicks, the rad designs, the skill and personality expression. All these games just look so ugly and boring.

As an aside, talking about LAN etc. in the other bad Unshipped Games thread: DORF supposedly plans to release with LAN and even a physical copy? Maybe the latter part is attached to their rumored kickstarter, I don't know. But this is good news for DORF fans if it's true. Not just a nostalgia game, but actually doing some things correctly. Still reserving judgment until I play the game of course, but it's a nice detail.
Waiting to see a competitive 1v1 match.
followZeRoX
Profile Joined March 2011
Serbia1451 Posts
September 07 2025 07:28 GMT
#96
So we are doomed if we want competitive 1v1 rts? I'm bored of wc3 or sc2, SG failed, is there anything until ZeroSpace tries?
Yurie
Profile Blog Joined August 2010
12036 Posts
Last Edited: 2025-09-07 08:47:31
September 07 2025 08:40 GMT
#97
On September 07 2025 16:28 followZeRoX wrote:
So we are doomed if we want competitive 1v1 rts? I'm bored of wc3 or sc2, SG failed, is there anything until ZeroSpace tries?


Age of Empire 2 and 4 seems to be doing fine.

People say Beyond All Reason is good as well in 1vs1 but I don't play that mode. Also missing match making since it is in Alpha, making it harder to find games. Older in the same genre Supreme Commander Forged Alliance.

Tempest Rising seems to be the only good one released this year.
qwerty4w
Profile Joined January 2024
54 Posts
September 07 2025 08:42 GMT
#98
The reason Tempest Rising's battles look somewhat less dynamic than many other RTS games is probably that units can't stutter step like in Starcraft or Warcraft, neither can they attack while moving (other than vehicles crushing other units), and their average TTK isn't particularly low, lead to less need of frequent repositioning during combats. Still I think some RTS players might prefer to have less frequent repositioning and focus more on using these repositioning well to outcompete the opponent.
Manit0u
Profile Blog Joined August 2004
Poland17665 Posts
Last Edited: 2025-09-07 12:14:36
September 07 2025 12:05 GMT
#99
On September 07 2025 16:28 followZeRoX wrote:
So we are doomed if we want competitive 1v1 rts? I'm bored of wc3 or sc2, SG failed, is there anything until ZeroSpace tries?


Dawn of War got its definitive refurbished edition and people are playing it in anticipation for Dawn of War 4 which is slated to come out soon.

https://tl.net/forum/games/641159-dawn-of-war-iv

On September 07 2025 17:42 qwerty4w wrote:
The reason Tempest Rising's battles look somewhat less dynamic than many other RTS games is probably that units can't stutter step like in Starcraft or Warcraft, neither can they attack while moving (other than vehicles crushing other units), and their average TTK isn't particularly low, lead to less need of frequent repositioning during combats. Still I think some RTS players might prefer to have less frequent repositioning and focus more on using these repositioning well to outcompete the opponent.


I think this is a conscious choice by the devs. It is an interesting one IMO since it means you can't just randomly spam movement, every move has to be deliberate or you'll be missing out on damage in potentially critical engagement. This makes it a bit more strategic since you need to be careful of your positioning and need to micro more potentially (you don't spam orders on a big blob but instead want to reposition only the units that aren't currently engaging the enemy).

Anyway, every RTS will have its unique systems and approaches. In DoW/CoH you have the squads with the cover system, destructible terrain, different armor types (in CoH/DoW2 you can have a million guys with basic guns and you won't be able to dent a vehicle, imagine zerglings or marines not being able to kill siege tanks) etc.

They also have different approaches to micro:
SC - stutter-stepping
TR - moving selected units and only when necessary
CoH - getting into cover/optimal range and staying there (this seems like not much micro but battles there are often taking place all over the map and not in just one place so you need to do a lot of this on different screens)
Time is precious. Waste it wisely.
Harris1st
Profile Blog Joined May 2010
Germany7088 Posts
September 08 2025 11:20 GMT
#100
On September 07 2025 16:28 followZeRoX wrote:
So we are doomed if we want competitive 1v1 rts? I'm bored of wc3 or sc2, SG failed, is there anything until ZeroSpace tries?


Haven't played it myself but what about https://store.steampowered.com/app/3338950/The_Scouring/?
Go Serral! GG EZ for Ence. Flashbang dance FTW
Prev 1 2 3 4 5 6 7 8 9 Next All
Please log in or register to reply.
Live Events Refresh
PiG Sty Festival
09:00
Group D
YoungYakov vs ShoWTimELIVE!
ByuN vs Serral
PiGStarcraft1718
TKL 401
IndyStarCraft 312
BRAT_OK 190
Rex180
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
PiGStarcraft1718
TKL 401
IndyStarCraft 312
BRAT_OK 190
Rex 180
ProTech105
Vindicta 10
EmSc Tv 6
StarCraft: Brood War
Britney 47532
Calm 6110
Rain 4462
Horang2 2837
Jaedong 1826
Larva 1092
Mini 703
actioN 552
Stork 506
Soma 310
[ Show more ]
hero 237
Zeus 220
PianO 207
Rush 201
JulyZerg 118
Dewaltoss 104
Sharp 102
Movie 91
Shine 87
Pusan 81
Barracks 81
Killer 72
soO 51
yabsab 43
Sacsri 41
Hm[arnc] 37
sorry 35
ToSsGirL 28
scan(afreeca) 18
Terrorterran 17
HiyA 15
Rock 12
NaDa 12
Dota 2
Gorgc5192
qojqva1901
XcaliburYe175
Counter-Strike
fl0m2469
byalli1059
Super Smash Bros
Mew2King73
Heroes of the Storm
Khaldor385
Other Games
Grubby3760
singsing2627
Liquid`RaSZi1633
B2W.Neo1138
DeMusliM352
Sick173
ToD143
Organizations
Counter-Strike
PGL16384
StarCraft 2
WardiTV713
EmSc Tv 6
EmSc2Tv 6
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 12 non-featured ]
StarCraft 2
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• C_a_k_e 1113
League of Legends
• Jankos3384
Upcoming Events
Replay Cast
8h 59m
Replay Cast
17h 59m
Wardi Open
20h 59m
Monday Night Weeklies
1d 1h
OSC
1d 8h
WardiTV Winter Champion…
1d 20h
Replay Cast
2 days
WardiTV Winter Champion…
2 days
The PondCast
3 days
Replay Cast
4 days
[ Show More ]
Korean StarCraft League
5 days
CranKy Ducklings
5 days
SC Evo Complete
5 days
Replay Cast
6 days
Sparkling Tuna Cup
6 days
uThermal 2v2 Circuit
6 days
Liquipedia Results

Completed

[S:21] ASL SEASON OPEN 1st Round
LiuLi Cup: 2025 Grand Finals
Underdog Cup #3

Ongoing

KCM Race Survival 2026 Season 1
WardiTV Winter 2026
PiG Sty Festival 7.0
Nations Cup 2026
PGL Cluj-Napoca 2026
IEM Kraków 2026
BLAST Bounty Winter 2026
BLAST Bounty Winter Qual
eXTREMESLAND 2025
SL Budapest Major 2025

Upcoming

Acropolis #4 - TS5
Jeongseon Sooper Cup
Spring Cup 2026
[S:21] ASL SEASON OPEN 2nd Round
[S:21] ASL SEASON OPEN 2nd Round Qualifier
Acropolis #4 - TS6
Acropolis #4
HSC XXIX
uThermal 2v2 2026 Main Event
Bellum Gens Elite Stara Zagora 2026
RSL Revival: Season 4
PGL Astana 2026
BLAST Rivals Spring 2026
CCT Season 3 Global Finals
FISSURE Playground #3
IEM Rio 2026
PGL Bucharest 2026
Stake Ranked Episode 1
BLAST Open Spring 2026
ESL Pro League Season 23
ESL Pro League Season 23
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2026 TLnet. All Rights Reserved.