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>simulated projectiles
>terraforming that allows you to exploit the most out of it
>no unit is a clone or an upgrade, they all fill a unique role
>communist economy means no fighting over mexes, you take control of as many as you can to help your team win
>no need to be a specific role or start in mex clusters
>no need to spend the first few minutes setting up your factory, the first one is instant and free, and has enough buildpower to be sufficient for roundstart economy
>the game is about rolling a snowball while the enemy tries to roll it to you. you can't rely on exponential economy to solve all your problems
>economy is more of a strategic decision than micromanagement, you have to carefully decide when it's appropriate to eco and where you build it
>micro is more about managing the frontlines rather than going back and forth to your base to build conturrets and eco in the right order as quickly as possible
>almost any map works in team games, don't need a map designed for a specific playercount for it to work properly
An absolute masterpiece of an RTS. How did they do it?



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