>What is this?
Real-Time Strategy and Real-Time Tactics games, now for any historical, fantasy, modern, or scifi setting.
Real-Time Tactics and Real-Time Strategy wargames like Supreme Commander, Men of War, Company of Heroes, World in Conflict, Command and Conquer, Age of Empires, DEFCON, and many others are welcome!
Basically any strategy game without its own general.
>Releases in 2014:
Men of War Assault Squad 2
Planetary Annihilation (Early Access)
Star Ruler 2 (Early Access)
War for the Overworld (Early Access
Act of Aggression
Age of Mythology: Extended Edition
Rise of Nations: Extended Edition
Company of Heroes 2: Western Front Armies
War: The Game
Ultimate General: Gettysburg
>Recommended Mods & Freeware List
>More mods and helpful links, list of recommended classics, list of many strategy games sorted by era
http://steamcommunity.com/gid/103582791434205657 (more populated group that plays games other than COH2)
http://steamcommunity.com/groups/vgrtsg/ (/rtsg/ specific group)
Don't hesitate to ask questions, discuss games old and new or post stories, reports and campaign progresses.
My awesome substitute teacher introduced me to Total Annihilation. He showed me some basic rules, but he can still rek me hard. I bought Planetary Annihilation recently, he's getting in a week and we're going to 1v1. Any tips he might have missed when playing TA/PA? Also, any sites other than PAmatches.com that I should look at?
pls respond ;_;
pls i know you, yes i mean YOU reading this here knows how much the population cap is in AoM:EE, why don't you want to share your knowledge? i will suck ur cock if u tell me
I really want to but I'm shit so I never end up doing it
I'm the guy with the teacher he wants to beat.
I found it very satisfactory considering it's not finished and they're still building it
I get stutters (not fps stutters) on occasion and I would like more features and a more complete soundtrack
But still, far from a let down for me. I wanted expansive TA and I'm pretty sure that's what I got.
Plus, more mods are on the way.
Why would you want to play as a filthy xenos? This is heresy.
Equalling improvement from an optional component with shortcomings of a core is a fallacy. Which is the only thing I care about.
I don't care about PA one bit.
I will stop feeding you now, you have had more than enough to sustain yourself until someone actually falls for one of your crude baits.
So I see Company of Heroes 2 is on sale on Amazon for 10 dollars standard/20 for deluxe
I heard the game is riddled with DLC and very unbalanced but i loved the fuck out of CoH (even though it was mostly against AI with friends)
is the standard/deluxe edition worth it
also would like to add I have a 5 dollar gift card so it would be $5/$15
Is there tons of changes from the first and does the AI change tactics or do they still get stuck on bridges like in the first one
So, I suppose 40kfags are basically the bronies of the RTS genre, at this point?
no. the ones you hear are just a very vocal part.
many of them can discuss shit without doing le heresy maymay and retarded shit like that.
i see the similarities but you could do that with every group
It's kind of all over the place. I'd say it's worth it for 10 bucks, but I don't think the deluxe version is worth bothering over. Meta is pretty stale and repetitive and balance currently favors Axis to the point that pic related is par for the course in matchmaking. Allies are very micro heavy and punishing by comparison, and don't get any interesting units(USF only uses one unit for 90% of the match.).
Oh, and this should go without saying if you've played CoH1, but BUY MINE SWEEPERS!
it's the german front the Western front
the partisans destroyed all the railroad so they bike to the battlefield
Whoever suggested buying STORM: Frontline Nations I thank you dearly, this fucking game is so fucking addicting and good, I had rather low expectations but I was pleasantly surprised. But I feel bad only giving 69 cents, it feels like I'm robbing them
I picked up a few weeks ago for $2.99, and I feel bad only giving them that. The game is a little clunky, and the tech tree isn't perfect, but I've been having a lot of fun, too.
Ireland will never bow to English tyranny! Dirty bombs and suitcase nukes for everyone!
Get the standard version. Like you said it's only gonna be $5. Try out the two armies you get, and get a feel for it yourself. Play a few games with the /rtsg/ bros in the Steam group, too.
mfw I just finished a three hour long game of AoEII
against the ai
Anyone make their own badges and regiments?
>watching a gyle cast
>one of the players has 530 engineers
>U mad xDDDD
>comes crying to /rtsg/ because he can't git gud, whining that games don't let him turtle.
>population limits were originally an artificial restraint
technical restraints? not just one's computer but also their connection.
Anyway population caps add more strategy to the game since they force you to choose from population efficient and resource efficient
>It's almost like you need strategy in an strategy game.
You're so funny, anon.
Building the forticfications is actually closer to actual strategy as far as warfare is concerned than the unlucky so who has to tear them down.
Emplacements and fortified positions are strategic objectives.
Assaulting them is idiocy.
The real strategist starves the city/castle, circuvements the fortified position, et cetera.
Rushing into it is something an ape would do and it should come with the consequences ape-like behaviour has in warfare.
While on the topic of static defenses, I just wanted to say that the age of empires series does it well.
The castle and fortress ages are aptly named, as taking one down ends up being a monumental spending of resources in those ages, as they cannot be outranged.
Also in supreme commander the cybran rapid fire artillery and the Mavor can definitely defend themselves
>People wouldn't hate turtling if it wasn't lethally effective in those games that don't deliberately nerf it
How dare those awful bastards actually have defenses when you attack. That makes it harder to win! And I wanna win!
>Monumental spending of resources
>160 wood 75 gold
>he thinks one battering ram can destroy a castle
Maximum lel newfag
>160 wood 75 gold
>a single one isn't going to do shit before it gets paladin'd to death, you need five or six at least
>they're going to die in seconds unless they have a large army defending them
>that army is going to take casualties from the army of archers and paladins any smart player has garrissoned inside an important castle
>not monumental spending
ITT: people being equally assravaged that they cannot masturbatorily stream units at the enemy and win without any interaction
seriously, in what world does building nothing but defenses equal a win?
I remember turtling a lot when I was a kid. Now that I've grown up a bit, a rely a lot fucking more on tropps rather than turrets.
I remember I played that way because I hated losing units.
It's been a while since I turtled properly.
>implying you don't need a shitload of ressources to build that
>implying you don't need to hold most of the map
>implying it doesn't turn into you turtling all around the enemy base rather than you turtling in your base
Artillery is expensive as fuck in SupCom.
Defenses are meant to supplement your forces' ability to hold an area.
Not to fucking do it all by themselves while you sit and drink coffee like a lazy shit.
If you want to just wall yourself off for 10 minutes while casually building up a death blob to storm an enemy that has no straight forward counter to your turtling, go play Starcraft 2 and play as Terran.
Git gud and stop crying that you have to actually apply effort and thought into a game instead of just building arbitrary structures that should supposedly keep the enemy from ever contesting ground without investing inordinate resources just to deal with a single, brainless obstacle.
This is literally why artillery was invented, and why any decent RTS has it readily available. Learn2strategy before whining about how unstrategic it is for you to have to actually move your shit around and engage the enemy.
Is there any RTS featuring stealth in a satisfactory way?
SupCom has a stealth field, but given the AI cheats anyway, and given you can order artillery to attack a point rather than a building, it's pretty useless.
>Anyone who doesn't agree with me is mad!
It's like I'm on /v/
>Being able to organize your ships into fleet elements for instance. "These 25 ships stay in front of these other fleet-elements and their job is to block shots which would hit the fleet commander. This other fleet-element stays in the back and tries to find holes in the enemy fleet's defenses to hit the flagship with lasers. This third element roams around behind the front line repairing things with repair beams, favoring the large ships. This fourth element breaks off from the fleet and fires grappling lines on the largest support ships of the enemy fleet or the longest-ranged weaponry platforms of the fleet and tries to drag them away from the fight as far as possible" might be your Fleet's strategic settings, and then you could put ships into those 'buckets' you made in the settings (or hopefully have them be automatically placed into those buckets).
That sounds really cool but I was thinking more along the lines of ships having utilities and roles outside of combat. Haulers, mobile construction, miners, orbital refineries, scuttlers, planet resource leeches. Shit like that.
What games let you kill infidels?
You can do some really cool stuff using stealth in multiplayer games. Like how a T2 cybran rocket bot has a larger range than a T2 point defense' intel radius. Couple it with some stealth and you can snipe the PD then kite anything that retalliates without having to build T2 MMLs.
Or that the stealth field stays active when loaded into a transport, so you go seraphim, get a cybran to build you some T2 mobile stealth and do stealthed ilshavoh drops.
Supreme Commander against the AI just isn't very good.
The first was great and very unique but had some glaring problems. You'll either love it or hate it.
The second will probably shape up very nicely, but it's too early to say whether or not it'll be good. I haven't been enjoying it very much so far but I'm yet to try the new patch or the experimental branch.
There's a problem with mowas2 at the moment. There's a steam interface layer that's causing connection issues in all multiplayer games. So in matchmaking it picks the players then connects them to a (random) host, if the host doesn't have a set up connection it fails to connect, at least that's the way i understand it.
In custom games it affects the connection making it very laggy even with a predefined host. The way to stop it is to connect through direct IP, in short get friends and don't try matchmaking untill it' fixed, I haven't had a single matchmaking game work in 100+ hours of game time.
People for the ethical treatment of animals.
I was trying to be funny.
Truly, turtle-babby tears are delicious. Especially in CoH1. There were so many ways of dealing with sim city, especially as Axis
>Drive halftracks full of panzergrenaders with shreks up beside an emplacement
>Or be really fancy and just run headlong at them with AT grenades and sprint, and instagib their emplacements(Why AT grenades did massive damage to structures as opposed to incendiary grenades is beyond me).
>Build a mortar
>Upgrade them with flamethrowers
>Drop smoke on top of their sim city then casually walk up a blob of pios and burn it all down because the morons spent all their pop cap and resources buildings bunkers and shit instead of actual units.
Ah, those were the days. Then they all gave up and stopped playing automatch so they could become scheldt babbies, or moved to Supreme-baby: Forged Alliance.
Reminder: The Scheldt takes more skill than most maps due to the increased choke points and difficulty in overcoming them when on the offensive.
The only ones who call it noob maps are those who have been anally devastated by their opponents as they were unable to seize an advantage early game and rage quit as soon as they lost the opening engagement.
Reminder these people are shit at all RTS games and are the cancer of the community.
>3. Do not post the following outside of /b/: Trolls, flames, racism, off-topic replies, uncalled for catchphrases, macro image replies, indecipherable text (example: "lol u tk him 2da bar|?"), anthropomorphic ("furry"), grotesque ("guro"), post number GETs ("dubs"), or loli/shota pornography. Keep /pol/ in /pol/. In essence: Don't shitpost.
Those are some nice conscripts you got there.
Shame if something happened to them.
If anyone here is up to play some Supcom FAF, send me a pm in the lobby. I'll be in there for most of the day.
ign is TeX
The one true Yuri, converting enemy units and buldings is awesome.
>People literally get this upset about images on an anonymous board in the internet
>People don't want your degenerate furry shit spammed everywhere
>Its also against the rules
There's a reason for rules and there's a reason ponyfuckers have their own board. Please contain your autism and abide by them.
there was a furry honeypot once created by moot for the express purpose of banning everyone who ever posted in it after a while
its dissolution is likely the cause of the group's present situation within the 4chan social fabric
Because furries have been dying out for a long time and most of them post on their own sites or /b/. Ponyfuckers are the new furries along with cancerkolle, strike dykes and girls und cancer.
How do we exterminate all the furries, anime tards and generally all degenerates?
Do we go through a long campaign of sterilisation to ensure that they cannot breed or do we straight up build concentration camps and exterminate them in one generation?
can't wait until he finds out OP and creator of the steam group is weeboo
If I keep posting anime pictures, would you die?
>Thinks he can remove anime from 4chan
>An anime image board
still mad i see
here, more anime for you
They like anime over there too newfriend.
>there will be no furfags
Trust me friend you won't be able to avatarfag or post furry shit without it being removed.
Thats a 1000% improvement over this shithole.
Then why are you still here if you hate it so much?
>tfw /k/ will never finish that VNs they were working on
Oh you know giving it a chance to go back to what it was before you autists showed up. The first week of the thread being alive.
Its obviously not going to change with retards wall to wall who are more interested in shitposting this place to death than talking about RTS. Hope really kept me here.
I've made 4 posts in the last hour friend and this shall be the last one. Protip: they were either replying to myself or to you.
Enjoy your shithole and I'll see you tomorrow :^)
I usually play TBS games and 4X games because I can spend as long as I want calculating and thinking of possible outcomes and backup strategies, but I want to get into RTS games too. I find Age of Empires II stressful, even just playing the William Wallace campaign kind of stressed me out because I had to simultaneously harvest, build, keep units busy, explore and fight and I wasn't doing a very good job of it. When I play TBS games I don't feel like I'm running against the clock and I can usually make the most efficient decision, but this isn't the case with RTS games. Is there any hope for me in the RTS genre or should I give up now?
Try to not worry that much about not doing the most efficient action at all times, you can also try slow paced games, I'd recomend looking into Close combat, it is a RTT actually but the slow pace lets you think about your actions carefully.
A long time ago I had this problem as well. Besides the feeling of pressure I also was suffering from fear of losing units.
RTS is inherently different not in its core principles but rather in mentality: you try to do your best, only give up if it's absolutely hopeless and immediately start a new game to do better this time.
Start at the easiest difficulty available if it alleviates some of the pressure. Forgive yourself the inevitable losses. Whether they are in production, resource gathering or combat - they are irrelevant as long as you've became better (and not necessary have won, even). Don't let lost games discourage you, no matter how hard it might be. Everyone started clueless, slow etc. Everyone was about the same kind of bad RTS player when they started. What made them good players is they did not let defeats discourage them from trying harder.
After you've became good enough that you don't feel threatened by your opponent either raise the AI difficulty or add another AI player, whichever results in smaller difficulty increase.
You'll get there.
I actually made NC as Space Marines, because hard hitting high caliber weapons and shit. Eldar are Vanu. Plus pic related my friend's base.
Play AI war. It has the smoothest and the most adjustable pace and difficulty I've ever seen in any game. Plus it's strategy-focused, requiring planning ahead and good decision making rather than micro (micro helps, but it's entirely optional on lower difficulties and slower cobat pacings).
>mfw playing RoN: Extended Edition
Multiplayer is pretty slick.
Start with games that don't have complex base-building mechanics, resource-gathering mechanics and limit the number of units you need to manage.
I recommend World in Conflict, no base-building, no resources and you're managing maybe 12 units at most
>Mod that managed to make an already brutal game even more heavily attrition-based.
Good god realistic warfare between modern super powers is frightening. You'd have entire units wiped out daily.
>a 3D games with lots of races is mediocre
>while a shitty looking 2D game with only one playable race is "vastly superior"
Take off your nostalgia googles, grandpa. Mark of Chaos was awesome.
Play some old school Command and Conquer games, particularly Tiberian Sun and Red Alert 2. Red Alert 2 is the most accessible of the bunch, to boot. Their economy is extremely simple and mostly hands-off and they aren't terribly micro-heavy.
I'd say try Battle For Middle Earth 2.
The economy is quite simply, and if you're really, really bad (or just want to make beautiful fortresses), you can give the AI a handicap of -95% (which reduces their damage and units HP).
Sure, you won't progress with it, but it'll let you build and discover the game very slowly.
Not that the AI in that game is dangerous anyway.
I mean the way the game is constructed and how units and abilities interact with each other, as well as balancing and randomization. Level design doesn't fall under mechanics, but that's another thing that isn't that great.
Some examples: the entire hero mechanic, especially challenges. Interesting in concept, but the game's core mechanics meant that maxing out passive bonuses ('command' path) or maxing out the aoe path were the only two choices. The duel path was a waste of points due to how the duels worked (extreme randomness of abilities, having a 50-60% chance to land with a max bonus, being a big factor, plus gear and consumables having more influence than the actual hero build).
The power differetial between various units, making WHFBs main use of large groups of melee chumps (that is tying elite troops down untl they can be dealt with) obsolete, and in general making weaker, more numerous melee units mostly useless.
Low usable unit variety per faction.
Battle mechanics favouring repeated cavalry charges with knights and static defense with ranged units and machines over every other approach.
No formation and march mechanics at all.
It goes on. It's not a bad game, but it doesn't quite make it to 'good', due to how limited the available tactics and playstyles were.
I kinda agree with the rest (especially duels that I mostly used to temporarily remove a hero while I slaughtered his troops before fleeing and slaughtering him as he stood alone. However...
>No formation and march mechanics at all.
Now this is bollocks, as there are two formations ; line (for combats) and column (for walking).
Not much, but it's more than "not at all".
And damn, it was beautiful.
Now I must look for a warhammer mod for Medieval 2.
Shadow of the Horned Rat, I vaguely remember moving units around a village, throwing them in melee against other units, and praying I picked the right choice in the campaign to get more units/reinforcement as early as possible.
I fucking hated that game, because if you picked missions in the "wrong" order, you ended up having to make a mission with just the basic cavalry and swordsman instad of having crossbowmen.
Thing is the formations are mostly meaningless. Hell, charging in line formation paid off pretty well most of the time, not to mention that you could go through the entire campaign (and many mp battles) not even using the feature.
Marching mechanics or equivalent (meaning how units react to enemy presence in regard to movement) on the other hand are completely nonexistent.
Let me guess, I need to install a launcher and some custom scripts before installing it?
God, modding old games is a pain in the ass. Don't get me started on the elder scrolls games.
IIRC with most MTW mods it's enough to temporarily rename the mod folder to one of the kingdoms campaign names (americas for example) and then start it from the default launcher.
CoW is a russian abomination though, so not sure how that works.
Since the RTS genre is fairly dead, can we think of ways to revive it with a new consumer base?
Let's consider a scenario that we develop a new MOBA with a massive audience that plays the game on a daily basis with a huge esports scene behind it complete with twitchfags and their audiences.
Let's say we release a new "game mode" which turns it into a real RTS. Separating the MOBA as being labeled as the casual mode with RTS as "Hardcore" or "Competitive". Since competitive gamers have an issue with being labeled as inferior due to their egos. I would suspect they would either complain and play the new mode instead with their audiences through twitch still watching them. I would suspect pub players would do the same. While those honest about their feelings of playing the inferior game mode would play the MOBA part.
Does anybody else have ideas?
In a sense Blizzard COULD revive the RTS genre if they weren't lazy pricks. Starcraft II is the largest selling RTS ever made. That proves there is an audience. But it seems that despite the overall success of even their largely delayed games. Nobody is trying.
Promote RTS as the new trendy "nerd" thing while it's still fashionable to be a "nerd".
Do that by writing an entire episode around it on big bang theory and bribing the most popular letsplayers to start playing them. Make some really basic ones for consoles, basically a small step up from mobas.
Has anyone ever gotten this error in Assault Squad 2? I'm trying to play the Modern Day mod, and this happens whenever I open the game
Chaos Space Marines, eternally eager for war
This one's better
play dawn of war m8 it's a really simply and quite fun rts
only two resources, one you build and another you gain by taking map control and no units requited to harvest them
Why does RTS need to be "mainstream"? I'm quite happy with the genre being niche and avoiding the casualization that is happening to popular genres across the board. Not to mention the SJW problem...
It was never big to begin with.
One of the big misunderstandings about the RTS genre is generally born out of nostalgia. That misunderstanding is that RTS had an actual 'golden age' to begin with, as if it were some super popular thing. It wasn't. It's been about the same way for the last 15-ish years. A niche genre with gameplay that isn't really 'accessible' to your average gamer, and with a effort vs reward mechanic that's heavily biased towards the effort portion of the scale.
While some personalities enjoy a challenge and feel much more reward from playing something that was truly difficult, you just have to accept that your average gamer just wants to come home from work and relax with something simple for an hour or two. This is literally why games like CoD are as popular as they are(Well, that, and enormous marketing budgets and staff that know how to put that to good use better than anyone else in the entertainment industry).
you have to comprehend that the inherit controls and gameplay of RTS simply aren't intuitive. It's abstract as fuck. Your average person can pick up a controller or mouse and keyboard and -know- how to intrinsically move and shoot in an FPS. It's a natural, relateable experience because, you know, you move about in real life and it's easy to draw parallels in a game when you're given simplistic controls to translate that over.
They aren't covered in a mass of hotkeys and build orders and metas and tactics and strategies. It's just walking until you see someone, lining them up with the center of the screen, and clicking the mouse button. It's simple, straight-forward, and instant gratification.
RTS games simply require too much learning and investment, because unless you were actually commanding people about IRL, things like tactics and strategy are a nuance that you have to LEARN before you can even come close to getting to the 'reward' part of the game.
I'd also like to reiterate just how insanely important marketing really is. A lot of these RTS games don't even get a chance with even the typical RTS community because no one knows they exist.
Take for example the 'Call to Arms' Men of War sequel that was being worked on, that had a fund raising campaign that completely and utterly flopped because they decided to be wise asses and do it on their own site instead of kikestarter, and made ZERO effort to even let people know it existed beyond two early-alpha game concept videos.
There are mountains of examples of this, and this is a big reason RTS can't get off the ground in any real capacity. They have to compete with ad campaigns like this:
When was the last time you saw an RTS even HAVE a commercial? When was the last time you saw an RTS even advertise in any manner at all? I can't even remember the last time I saw one in a magazine. Maybe if they're lucky, a brief spot at PAX
Yes you need to delete or replace a certain file, I had the EXACT same error as you did but there is a fix on the internet or steam forums.
May I suggest trying the UFO enemy unknown mod, it is essentially some slav ripping content from many games such as Arma, borderlands, final fantasy, STALKER, Metro 2033, other MoW mods and games, Battlefiled, Warhammer 40k, Halo, Gundam, Starwars, Wargame and a whole lot of other stuff and porting it into Men of War Assault Squad 2.
Make sure you get the latest fix otherwise you cannot use some tanks, though the T90 is still bugged.
Complete and utter shit. The new campaigns in the extended edition are so bland and uninspired that anything produced by the community in the past 14 years easily beats the half-assed expansion.
It'd be better if it didn't have that fucking BY F. TREBUXET right in the middle of the right side. Is the signature in the corner not enough, you have to plaster your name across it too?
>you have to comprehend that the inherit controls and gameplay of RTS simply aren't intuitive. It's abstract as fuck. Your average person can pick up a controller or mouse and keyboard and -know- how to intrinsically move and shoot in an FPS. It's a natural, relateable experience because, you know, you move about in real life and it's easy to draw parallels in a game when you're given simplistic controls to translate that over.
I don't agree with that.
Several weeks ago, I picked up a controller in a store to try The Last of Us, and I couldn't get a grasp of the controls. Which led to me being bitten by clickers.
Compared to that, recently, I played Haegemonia and Total Annihilation Kingdoms, directly in a skirmish.
Well, despite not knowing the controls, I figured out pretty quickly what were the ressources, how to build, and all that stuff. Despite not reading the manual, despite not doing the tutorials.
I'd be willing to guess you're not new to RTS games either.
1A'ing a blob of units only works in games like Supreme commander where the combat is overly simplistic and lacking any real nuance.
There's a lot more that goes into your average RTS than just dragging a box over a group of units and right clicking. It's objectively more demanding than, say, an FPS with simple controls and even simpler tasks to accomplish.
An RTS requires learning hotkeys, metas, micro, macro, and attaining a level of APM in which you can do all of these actions in a reasonable frame of time instead of dragging ass and getting blown out by a better player. There's so much more to be thinking about and doing, it's a massive barrier for most people who don't have the immense amount of free time to git gud at this crap like most NEETs here do.
>I'd be willing to guess you're not new to RTS games either.
You're talking to a guy who never finished any campaign in any RTS. Except Rise of Legends.
And I'm not mentionning the fact that I never played against an AI over normal. I'm a black hole of skills, just by being near you, everyone starts to suck.
So you managed to beat the Easy AI of a game you'd never played before in a genre you have played and you therefore think that the genre is intuitive enough already?
Well I'm convinced. Let's pack it up, we're done here.
Why is it that every time I punch through, the friendly AI just shuts down completely?
It's like the game doesn't want me to win.
It can't just be bad timing, though, because I've tried this so many times now. Every time I successfully punch a hole in the enemy defenses, the AI on my team takes a break, I get ganged up on, and then we're back to square one.
So, what's your verdict in TLOR: Battle for Middle Earth (both 1 and 2)? (pic not taken by me btw)
I'm a fan of the movie saga and books, and I liked the game a lot, even if it was made by EA. The best parts of the game in my opinion are the campaign of the first game, as well as the BGM (there's something special hearing Gandalf narrating the campaign).
The second game was... just ok. The campaign wasn't so catchy, and personally didn't liked the fact that Rohan and Gondor were combined into a single faction, but the adition of standard base building, as well the posibility to put walls around the base made it into a good game (in my opinion at least).
The only thing I didn't liked for both games was the zoom, it was always too low. I know it was made that way to keep the game toaster friendly but...
/rtsg/ pls help
in age of empires, when garrisoning a building does the building get a normal attack or the unit's? for example when playing as britons would it be better to garrison a castle with longbows over crossbows?
also do units with no ranged attack like villagers give the building one?
should give extra building attack, not the unit's own attack. for example a stuffed cannon tower (maybe only teutons though) will at max capacity shoot two cannon balls at once.
i think villagers give castles and towers extra attack but not sure. infantry and cavalry shouldnt. one race (maybe teutons) i believe has a tech or bonus that allows infantry to add extra attack to castles and towers.
by extra attack i mean additional arrows of course
I'm pretty sure regardless of whatever unit, the building will gain an additional attack bonus, just like it's regular attack.
You want to put your melee units in, since your ranged can still fire missiles and hose down any assholes who come close.
>Unique Technologies: Crenellations (Increased range for Castles; garrisoned infantry fire arrows)
not sure if i'm reading this correctly and it's been a while since i played a lot of aoe2 but that either means that usually melee infantry don't shoot arrows from buildings or that castles dont get extra arrows from garrison i think.
also the cannon tower thing apparently only applies with full hand cannoneer garrison
Attacking a Town Centre, you should usually see the AI bring in it's villagers. This gives the building extra attack (The arrows do more damage). This should apply to any and all buildings, regardless of what unit you put in. I haven't played for a while, this is speculation.
but does it really add attack or arrows? because for towers i'm certain it adds arrows.
with TCs and castles i'm not sure because they already fire a good amount of arrows on their own (tc if garrisoned only of course)
usually i never forget anything about rts games but this is all fuzzy
get fucked brainslave
cybran are actually my second favourite race
Start with Red Alert 2+Yuri's Revenge or Tiberium Sun+Firestorm. After that, delve into the older games if you really like the universe. Generals+Zero Hour is abit goofy. C&C3 and Tiberium Wars+Kane's Wrath are highly mediocre, and don't even touch Twilight.
>Playing War of the Ring Mode.
>tfw leading your armies across the misty mountains, laying siege to Helms deep, or defending the last remnants of Arnor from Angmar as the Elves.
That mode is great, I would have been happier if it had borrowed featured from C&C3's conquest mode though like the ability to move your armies anywhere, world powers, and customizable pre-built armies.
Does anyone else have any examples of good conqest / global modes for RTS's? I know Empire Earth 3 had one, but I heard that game was shit.
still vividly remember 1v1ing my friend in the first one i think and me made some beefy as fuck troll hero while i went with a rohirrim shield maiden.
went for spear throw. always oneshot his hero with that. he was bretty mad
I need an RTS to play online competitively (in the loose term of the word, i don't want to get to MSL or whatever, but compete with people) with a healthy online comunity.
Last games i enjoyed were COH and Wargame: Airland Battle.
Help me decide? I could go for Men of War to try something different or the obvious CH2 and WG:Chinks. Or maybe something else i have not though of
Go Men of War if you want to try something fairly unique(Just be aware that it's a little more rough around the edges than the other two choices.).
If you only care about 'population', go CoH2. Calling that game competitive is a stretch, however, as the balance is generally pretty awful. Red Dragon is pretty underwhelming. It tries to mix EE and ALB together, but really just ends up being a shitty version of both that took all of the bad aspects from ALB like boring and questionably balanced maps along with a tacked on spectrum of warfare that is very poorly implemented(Instead of planes, it's ships this time. But don't worry, planes are still just as shittily designed as they were in ALB.) with the potency of artillery from EE(Except, unlike EE, it's not balanced by the artillery being so innaccurate that you have to keep it fairly close to the front line to be reliable like in EE.). Also has highly questionable balance.
Those are extra legs the flak halftrack uses to stabilize itself with when deployed, anon.
Those aren't legs. That's literally just the sides lowering so you can traverse the gun around without hitting the sides of the halftrack. Look more closely.
Aircraft are easy to take down. Airpower in Wargame isn't shit because planes are 'hard' to take down. Airpower is shit in Wargame because the mechanic in general is extremely lazy and more or less just amounts to being a panic button. There's really no real nuance or strategy to their use, and 90% of the aircraft in the game are useless garbage. Well, 90% of the units in Wargame are useless garbage to begin with.
>tfw when your flak halftrack isn't the terran siege tank you thought it was
I'm looking to sink my teeth into a good RTS and I'm looking for recommendations. I've taken a look through the OP and some of the stuff there looks pretty cool like Star Ruler or Grey Goo.
But I think what I'm looking for is really a game with a lot interesting and varied races. Is there anything that would suit me for that, or is the simplest solution to just reinstall something like Warcraft or Warlords Battlecry?
>Post yfw Relic adds GB and Italy + African front maps for CoH2
>Post yfw Russians in Africa
I could have done better job but I am 2lazy. Also adjusted to 19210x1080 so yu can use it as wallpaper.
>germans get an infantry squad that can go toe-to-toe with shock troops
game is of brokenings tovarisch)))
on a serious note, though; this commander isn't even released, obviously still being tested etc..
don't work yourselves into a tizzy just yet
Plenty of units can beat Shocks 1v1, just not at point-blank range. If you position Obers or PGs correctly, you can easily mow down shocks before they get to you.
Also, am I going crazy or does that PG unit have two flamethrowers?
>Implying I don't do that with custom maps
Well, now we finally know what 'dudes with stuff' are.
>An upgrade that is just a straight buff to their defense with no downsides of any sort.
The game was already heavily axis-biased, but now they are straight trolling.
How deeply entrenched in wehraboo land does one have to be to think that this is okay? Shock troops aren't even good, and USF don't even have elite infantry. This shit is straight overkill. I don't see that artillery ability being as useful as it seems due to how situational it is, but that's still pretty fucking ridiculous when everyone else just gets little sputters of artillery, or smoke drops. It's OKW scavenge artillery all over again.
Can't wait to see the command king tiger for OKW when they release dudes with stuff doctrine.
because we know the devs are always right and their patches and updates are always good, right? :^)
i play neither game but it's obvious you are pretty butthurt about that. you are always free to use the vanilla game and set up games on gameranger or tunngle
>>Troops still using mosin
you mean chinese cartoon girls? but go on and gripe about the weapons they're using, im sure it's meant to be an accurate representation of WWII era soviet forces
OK, play with bombers that miss, more lag and a less balanced game. Sure is fun right!
In all seriousness, the FAF community has done a really good job with patches, even if there's been some drama along the way (looking at zep). I don't see what you have against the community either, most people are friendly and you can practice against pretty much any top player just by pming them.
Sorry but you just come across as majorly butthurt about something.
i think both players need to do more than memorise guns and units.
though at some point some automation kicks in which takes some of that off.
in both games you've got the point of map awareness in all that entails. timings, possibilities of what your enemy and you are able to do right now, resource management etc etc
Yeah man the difference between an M4 and an M16 totally changes your strategy :^)
The problem is that in most RTS games, because they aren't balanced, it isn't a matter of adapting to the enemy, it's just a matter of executing your set play better than they can do their set play. That's mind numbing.
>doesn't realize that the difference matters a ton in arena shooters, where you also have to memorize spawn times and weapon drops
>is probably too young to remember such games
I wonder how the AH army is going to be. As far as I know, they didn't have any tanks, did they? All I know about the AH army is they had a really reliable machine-gun and good artillery.
>doesn't realize that the difference matters a ton in arena shooters, where you also have to memorize spawn times and weapon drops
oh man. a few times i got to watch some casts of quake 3 on the vidya gaems tv channel we used to have and it blew my mind seeing those guys jump around like crazy, land all those difficult shots and fly through the map to spawnsteal the goodies.
This isn't 2003. So no, we're talking about the year 2014.
Sorry anon, nostalgia goggles off. Arena shooters are even deader than RTS.
dat invasion force
Not sure if I'm saying the same shit, but orbital basically makes everything else in the game pointless, from what I can tell.
The only defense against orbital lasers were static defenses last I checked, and I think I had those get overwhelmed.
I'm going to say that the next patch will be a significant shake-up. It's becoming more and more obvious that the Russkies and Murricans suffer from poor design. Thus, for instance, the fact that the Soviet early game consists of sniper and maxim spam because penals and cons both such dick after the 5 minute mark. I suspect (and hope) that both factions will end up with several unit re-designs.
Why is Lotus so OP in Battle Realms?
>me playing Serpent against Lotus
>have a balanced army with all but T1 unit
>meets the enemy
>instantly lose all melee units, even ronins
>canooners are swarmed and killed in a flash
Fuck that shit. Dragon and Serpent are the only relevant factions.
Every time you start the game the buildings and province features are randomized. You might just be very unlucky. Also you can command 2 marshals during a battle, one initiates it, another reinforces. You can try to overwhelm your enemy with peasants and try to kill their general.
Russia is alright imo, it's a more spammy version of OH with a different teching system.
Shaking up T1 might be nice though there is no reason to take it when you WILL need T2 for midgame.
>I suspect (and hope) that both factions will end up with several unit re-designs.
That would take a level of work that Relic would never do, as they have never done it before in the history of the franchise.
It will be, at most, small stat tweaks over time, as well as some price changes here or there. No chance in hell of fixing how utterly broken USF's tech tree and abilities in general are. What moron thought it was a good idea to have the whole weapon cache thing in a faction that also makes it so you can retreat to a major? Why even make such a system when the other 3 factions of the game just WARP THEIR WEAPONS TO SQUADS OUT OF THIN AIR?!
I've started playing team games again recently after doing a stint of 1v1s and the thing that's really bothering me in 2v2 is the fact that the USF have nothing that can bust bunkers before T3. Spamming bunkers is usually newbie-level shit, but it's legitimate against US because rifles have no answer to them. At least with the Soviets, you can build scout cars and penals or just AT guns.
I find PA being great fun but fuck me if it's stable.
>1/2 chances it crashes
>start AI skirmish
>1/2 chances it crashes
>set everything, wait for planets to load
>/1/2 chances it'll crash
>actually launch game and start building shit
>100% chance it'll crash, just a question of when
One of my friends who owned it for a moment told me it's never been this crashy before. Hopefully it'll be fixed soon.
Yeah, the General's guard are pretty much the best unit in the game, until ya get plate armored cavalry and shit.
Also, you can pillage enemy provinces to gain experience for your marshals.
Technically they get the grenade upgrade(Even if it's bullshit they should have from the start because of shit like this) for smoke to simply bypass them, but any good axis player staggers his machine guns anyway to deal with smoke and flankers.
It's worse than just bunkers. USF has NO mortars or snipers, the only artillery being doctrinal or locked in T3 with a hyper expensive, VERY arguably useful light howitzer that comes out in a point of the game where you ought to be massing AT rather than building artillery.
USF is just stupid as fuck from the ground up. SU starts off the match able to build T2 and 3 right at the start. They have multiple strategies they can initiate right from the start. USF can't even build T2 until 3-5 minutes in(Longer if they didn't rush it so they can buy grenades or a med truck), and all of the units from T2 are highly situational garbage along with what is probably the worst MG in the game.
They need to reshuffle all their units.
I want to know why I'm forced to make a choice between anti-inf and anti-tank when playing as the US. Why is every other faction allowed access to both simultaneously and yet the US is stuck with only one or the other?
the legend of galactic heroes one
can't remember the name but have a look on moddb and it will be pretty easy to find
Because Relic's idea of an RTS expansion has always been two new factions centered entirely around a gimmick, even when the gimmick is stupid and hurts the faction more than helping it.
In USF's case, it's riflemen and weapons racks. Both of which aren't even that good at what they are designed to do
>Bazookas cost 120 munitions to fully kit out a squad.
>Does just over half the damage of a shrek
>Has the penetration of a fucking AT rifle from guards rifles.
>Putting them on riflemen squads strips them of ANY infantry killing power
>Putting them on RET makes an already squishy target just that much more enticing for focus fire.
>Putting them on crew is retarded. Why again can crew even leave vehicles when it's almost always a death sentence, and other factions can have the tank repair itself or cap with special abilities anyway without the risk of the tank being stolen?
I have yet to see the benefit of weapons racks. Even the elite(lol) airborne teleport their weapons.
I kind of want to get that now. Is it good?
It does actually, the M4 is a carbine shorter barrel thus decreasing its accuracy, meanwhile the M16 is more accurate at range due to its longer barrel and usually lacks a full auto mode instead having a 3 round burst.
Not even the same guy.
So Wargame gets a new DLC today which adds the fifth campaign as well as some new units.
US got Patriot batteries, everyone mad
>patch your fucking shitpile of a game.
>they nerf allies
Not necessarily. They could be morons with it. Most Axis players are pretty bad, so there's always hope for a throw.
Otherwise, no, you're fucked, because Relic thought it'd be a good idea to build a game on asymmetrical balance where the power struggle between factions works like a see-saw between early and late game.
Dem minor stat changes kill you when you don't account for them. M4 user will have the edge every time over the M16 user at CQC while the opposite is true for long range engagements.
Pro tip: Not every FPS is call of duty, faggot
No, M4's are semi and full auto, while the majority of M16's are semi-burst (unless they were modified, dunno)
The C7's are just one of the developments of the M4's iirc
partially true, the M4(A1) has the full auto, replacing the burst. It's supposed to be for spec ops, but apparently they're being fed down to grunts. The stock M4 they've been using is burst. The M16A1/A3 have full auto, but neither are really used.
Recalled wrong, the C7 series is a an M16A2 with Canuck magic and full auto. C8 is the same, built from the M4 model.
>M4's are semi and full auto, while the majority of M16's
>I just talk out of my ass because I saw it in vidya games
FYI the only automatic M4 was the A1, a variant no one fucking uses anymore in the Army. Those things can't handle auto without jamming anyway. They can't even handle burst without jamming after the third or fourth attempt.
Also it makes no damn difference in video games between the M4 and M16. no matter how realistic or casual. They would both operate the same because they are both the exact same fucking principle with minor differences in stats. They both have exactly the same applications, with one being MARGINALLY better at close quarters not due to performance, but it's smaller size, while sacrificing a tiny amount of long range stopping power in comparison to it's long-barreled counter part. It will still kill your dumb ass if it hits you.
Doesn't matter if it's Cawwa Dooty or Insurgency. Still much easier and straight forward than an RTS.
any of you negros playing this? Just discovered it and it's a pretty enjoyable RTS for being a webbrowser one
I caught Cranks stream last night when he was playing it. I think it's pretty fun. It'll be better when there's more races and depth to the game. But I'm enjoying the simplicity of it so far, even if I'm terrible at it. It'd be nice if the playerbase was a little larger.