DoW2, WTF?

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Credge

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Apr 12, 2008
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The only thing in common between CoH and DoW2 are suppression and victory points. Everything else was either a staple in DoW or was found in both CoH and DoW.
 

Valiance

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The problem that I see is that people are comparing it to other RTS games.

It's -different-.

It's much more action-adventure with RPG/RTS elements. It's hard to explain, but to be real? It feels way more like diablo than a competitive RTS.
 

meatloaf231

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Feb 13, 2008
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Dommyboy said:
Base building isn't exactly realistic either. Wouldn't armies first wipe out the enemy, then set up a larger base? A change is good.
Indeed. It's nice to see an RTS out there that's not formulaic.

Personally, I like the slimmed-down nature of the game. Not too many units, but the units you do have are adaptable and versatile as opposed to being good for one thing, and one thing only. The smaller scale, as well as the lack of many buildings on the map - either civilian or player built - shifts the focus towards using what forces you have tactically. Suddenly terrain positioning, choke points, and cover become a lot more important. It's not just a matter of having the right kind of unit, it's about using your units well.

Plus, for all you traditional RTS fans, there's Starcraft II, which we know is going to be downright fantastic.
 

gamegod25

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Fortesque said:
What kind of RTS doesnt involve resources collecting and builders.
Well World in Conflict, Ground Control, and Endwar are three I can name off the top of my head.
 

theultimateend

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Valiance said:
The problem that I see is that people are comparing it to other RTS games.

It's -different-.

It's much more action-adventure with RPG/RTS elements. It's hard to explain, but to be real? It feels way more like diablo than a competitive RTS.
See I tried saying its not really an RTS in the conventional sense on another thread here.

I'm pretty sure had they had access to me, some wood, and a few nails, I'd have ended up getting crucified.
 

kingcom

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Valid point ultimate, the statement is a bit cliche but i dont see at any rate how i am telling him he is wrong for having an opinion. If thats the interpretation you received from it, i apologise. My intention was to state that, you may not like it but that doesnt make it bad.

No, i have not been directly invovled in software development on any large scale but i recognise the process. The largest part of software developement is testing. Creating buildings, require virtually no testing. Creating 5 more races, ensuring that each is perfectly harmonious and balanced with all other races is a lengthy process, i've been in enough betas to see it before my eyes.

NWN 1 and 2 shared similiar rulesets, thus, the various additions they had made along the way could almost effortlessly be included into it. Dawn of War 1 and 2 are completely different, including the races would have required tireless effort (as mentioned). You cannot compare the two issues.
 

Bob_Bobbington

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Oct 27, 2008
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I found it a very good idea to limit base building. Now its more of an actual battle instead of biulding a citty then units. IT's more fast paced and mor focused on single squads then a whole map full of units.
 

TheKaiserEcho

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Nov 8, 2008
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I like that they took out base building, it's different, and I always had difficulty balancing base building and defense vs. offense. The lack of base building also gives it a significantly faster pace compared to something like Starcraft. It's a lot more like Myth or Myth 2 (my all-time favorite RTS) than most RTS, and it gives the player a chance to focus more on battle tactics than fast base building and rush stuff that starcraft has.
 

theultimateend

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TheKaiserEcho said:
I like that they took out base building, it's different, and I always had difficulty balancing base building and defense vs. offense. The lack of base building also gives it a significantly faster pace compared to something like Starcraft. It's a lot more like Myth or Myth 2 (my all-time favorite RTS) than most RTS, and it gives the player a chance to focus more on battle tactics than fast base building and rush stuff that starcraft has.
One of the major reason sea battles were toned down (IE removed) from Warcraft III is a few of the more influential staff members detested sea battles because they couldn't balance defending the front and back of an island.

Also base building has nothing to do with rushing. Except for producing the units and since a building is producing units in this game nothing has changed. What they DID do was add two god turrets that can mow down Jesus himself in a split second. THAT'S what killed rushing (which is cool with me).

[End where I'm talking to you and begin with my little rant that you shouldn't take as an attack on you :p]

I do like the idea of removing things because they are difficult. That's what made spore great...er...waiiiiit a minute it was terribly constricting and linear.
 

kingcom

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Yea, for the game base building would have hampered it. It is an RTS, it is real time, and it contains strategy. Thats all ou need for something to be an RTS, that does not make it Starcraft, or anything remotely like it. I love Starcraft, when it came out it was one of the fastest paced games around (and still is if you are good at it). Dawn of War 2 is different, it requires you to be aggressive, to take risks with your units rather than simply holding them until you can overwhelm the enemy. The game feels like you are put in command of the reminents of a unit, and have to push the enemy out with whatever is left.

EDIT: Wait, you can still rush in DoW2, rush to cap VCs and then set up defences? A good rush at 1 lane can have you winning the game.
 

Credge

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gamegod25 said:
Yeah that's why I didn't include it. And I didn't count DoW2 because I was looking for past examples.
Technically you build in DoW2 as well.

The point, though, is that it isn't the dominant feature as is found in most RTS.
 

Valiance

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theultimateend said:
Valiance said:
The problem that I see is that people are comparing it to other RTS games.

It's -different-.

It's much more action-adventure with RPG/RTS elements. It's hard to explain, but to be real? It feels way more like diablo than a competitive RTS.
See I tried saying its not really an RTS in the conventional sense on another thread here.

I'm pretty sure had they had access to me, some wood, and a few nails, I'd have ended up getting crucified.
Sucks that people are intolerant.

It's a different kind of game. Will traditional RTS players like it? Maybe not. Do you want a large scale game like SupCom, TA, or Sins of a Solar Empire? This isn't it.

Do you want a micro-intensive RTS? This seems like it could develop into one, but not on the same scale as Starcraft, say.

Do you want an RTS-style game where each troop matters, and you can upgrade each one, and they can take different roles? This seems like that's what it's going to be. (maybe like Original War?)

However, it seems more "combat-oriented" instead of economy or anything.
 

theultimateend

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Credge said:
gamegod25 said:
Yeah that's why I didn't include it. And I didn't count DoW2 because I was looking for past examples.
Technically you build in DoW2 as well.

The point, though, is that it isn't the dominant feature as is found in most RTS.
In MOST RTS games you do NOT find base building?

Credge said:
theultimateend said:
You build in CoH.
Seeing how most games you only need to build one building, sure, why not.
Well you can do the same in almost any RTS game if the other guy doesn't know what he's doing.

I've only built one building in CnC a few times (namely a barracks) if you are to not count power plants (since you build those in DoW2 I assume you aren't).

Just because you don't HAVE to build them all doesn't mean it wasn't an option.

Likewise they could have not cock punched everyone who liked base building and had a toggle-able "TT" option for streamlined combat.