Surprised so many people are against adding apm. Part of the appeal and fun of broodwar for me was pressing buttons fast and such.
Grey Goo - new RTS from original C&C devs - Page 24
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RagequitBM
Canada2270 Posts
Surprised so many people are against adding apm. Part of the appeal and fun of broodwar for me was pressing buttons fast and such. | ||
Jadix
United States134 Posts
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
United States1107 Posts
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
Canada2270 Posts
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B1nary
Canada1267 Posts
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RDaneelOlivaw
Vatican City State732 Posts
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FeyFey
Germany10114 Posts
Also when playing Beta ... Terra-tron ! | ||
Aron Times
United States312 Posts
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. | ||
KalWarkov
Germany4126 Posts
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 | ||
Aron Times
United States312 Posts
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. | ||
TelecoM
United States10583 Posts
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SeinGalton
South Africa387 Posts
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. | ||
BluzMan
Russian Federation4235 Posts
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-Archangel-
Croatia7457 Posts
It had potential if EA didn't abandon the whole project soon afterwards. | ||
ahswtini
Northern Ireland22201 Posts
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 | ||
SeinGalton
South Africa387 Posts
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. | ||
-Archangel-
Croatia7457 Posts
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Godwrath
Spain10091 Posts
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maartendq
Belgium3115 Posts
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-
Croatia7457 Posts
And I hope the replay and observer features come sooner than later. | ||
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