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Oh you hate everything. by Mischief Maker 12/13/2017, 5:14pm PST
fabio wrote:

I know Mischief loved this as a strategically sneaky Advance Wars.


No, I didn't say this was Advance Wars, I said it was broader in scope than AW.

It's annoying how most units just plink each other to death.


I don't understand what this means. There's an option to change the health indicators from dots to numbers if that's what you mean.

It's annoying how destroyed units block movement.


It's a key game mechanic. It allows a country under siege to hold the line while an ally comes to the rescue by flanking the enemy. If you manage to wipe out all the units on the opposite side and want to bypass the wrecks to gain control of the country immediately, that's what helicopters are for.

It's annoying how the best way they could come up with to avoid stalemates was to make total money finite and have no repair option.


Again, that's a key mechanic and a driving force to prevent the game from turning into an endless turtling slog. If money were infinite, what would prevent a player from just filling a country far from the front with super towers and making the conquest of it an interminable slog?

It's annoying how in 90% of cases, the expensive units are always the better buy.


Huge disagreement there. Every unit has its use in the correct circumstance. $4 for 4 lavs will hold a 4-hex border while a single $4 mech will let the enemy slip through and cut off your unit production. Likewise overkilling enemy units because you don't have mixed forces puts you behind in the long run. Two $4 mechs using their 3 dmg attacks to kill a single 4 HP $1 LAV is a huge win for the LAV player in terms of economic tradeoff. On the flipside that same $8 for two tanks and two mortars will take out two LAVs with no wasted overkill. The combinations go on and on.

The use of expensive units like walkers are for amphibious deep strikes into the enemy's rear where you need a unit with high HP that can take a beating for more than one round while wreaking havok on their fragile artillery.

It's annoying how it feels like you're playing Advance Wars with nothing but light tanks, medium tanks, and nerfed artillery.


Artillery is king in this game, especially if you're the FNU and you merge a missile launcher with a hoverplatform and suddenly have the best maneuvering sniper unit outside of bombers.

The guerilla forces and secret ally sudden units are annoying.


Again, these are key game mechanics. This isn't Advance Wars.

The way it handles airpower (long range plinking) is annoying. The way it handles air defense (unit that simply blocks airstrikes; you cannot directly shoot at air units) is annoying.


Regular units can shoot down helicopters, bombers can be destroyed by occupying their home city or sinking their carrier, bombers are the main counter to massed artillery and also...

Units attacking at fully strength regardless of health left is annoying.


Again, it's a key game mechanic. Using mixed forces to maximize enemy kills in a single round instead of just buying expensive units and spreading out the hurt. Bombers are an excellent way to increase kill totals by shaving off those extra HP from anywhere needed in its home base.

There isn't anything satisfying destruction or breakthrough routing like Advance Wars.


Were you playing the FNU (the blue guys)? It sounds like the Phantom League (yellow guys) would better provide what you're looking for. They have the biggest supermech that can spread its fire between multiple targets and their helicopter transports can airdrop regular mechs behind enemy lines.
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Massive Assault: Phantom Renaissance by fabio 12/13/2017, 11:25am PST NEW
    Oh you hate everything. by Mischief Maker 12/13/2017, 5:14pm PST NEW
        And we learned you hate anyone who looks Jewish by fabio 12/14/2017, 2:01am PST NEW
            You're just playing the game wrong, dude. NT by Mischief Maker 12/14/2017, 7:07am PST NEW
            Maybe I should have been more specific. by Mischief Maker 12/14/2017, 7:24am PST NEW
 
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