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What are you playing?
>>
Bot thread.
>>
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>RTS games
Total Annihilation
Supreme Commander
Zero-K
Beyond All Reason
Planetary Annihilation
>upcoming RTS games
Sanctuary: Shattered Sun
>RTS bible
https://zero-k.info/mediawiki/Cold_Takes
>>
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https://www.youtube.com/watch?v=6UeFfu0CI0Y
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>>741566187
Why is zerok so unpopular? Literaly best supcomclone
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SupCom has so many unit stats and roles. Speed, turret rotation rate, type of gun, arc of shot, range, spread, AOE, hover, amphibious, camera, EMP, stealth, stealth field, shield, missile defense, land, sea (including the Salem transformation to walk on land), and air (different techs of fighters, bombers and gunships), and that's not including buildings.

Plus all the things you can do with commanders (including upgrades), support commanders (e.g., Seraphim tele SACU), drops, T2 and T3 artillery, missiles, Billy nukes, nukes, and experimentals.

Plus, the rich economy of bases and expansions remains one of, if not the, best and most risk:reward in the genre.
>>
Played AoE4 and I got accused of cheating, that's a first for me never been accused of cheating in an RTS.
>>
>>741565741
Anno.
used to play games like CC, EE, AoE or Supcom but I just cant enjoy them all that much any longer without economy and complexity.
>>
>>741565741
https://www.youtube.com/c/pr0nogo/live

I'm watching this. LIVE.
>>
>>741565741
wc3
>>
>>741565741
>Warcraft pros like Grubby, sc2 pros, poe players etc. playing each other, finals day, in an aoe2 streamer tournament. https://www.Twitch.tv/hera
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>>741566721
I've only watched a few videos, but it seems fun enough, if not repetitive. Tens of thousands of games are barely played every year. It would probably need some serious advertising and maybe some monetary initiative (like tournaments) to get a sizable userbase.
>>
>>741567638
I love it.
>>
>>741567638
Is SupCom the most varied:deep RTS?
>>
Been playing a lot of command and conquer generals lately, still trying to find my favorite mod
>>
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>>741567638
Let's talk economy. One thing SupCom gets right is that your economy exists at multiple scales. Your main base economy is important, powerful, and relatively efficient, but it's never completely safe. Then you have expansions that become increasingly critical as the game progresses, forcing you to defend territory against land pushes, air raids, drops, artillery, missiles, nukes, PD creep, etc.

By comparison, SC feels more focused on protecting worker lines, while AoE feels more focused on protecting villagers and resource nodes. SupCom feels like you're defending an entire economic network spread across a continent.
>>
>>741572216
>your economy exists at multiple scales
There is no economy to speak of, the system is as simplified and dumped down as it gets.
>>
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WH40K DoW DE
I'm not even a warhammer fan, just like the game itself
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>>741572314
What do you mean? T1-T4 units and buildings have huge differences in effectiveness and utility. Good eco defines all of that.
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>>741572216
What I find interesting is that in SC or AoE, losing part of your economy often means losing the workers themselves.

In SupCom, you can lose extractors, power, expansions, map control, reclaim fields, etc., and still have multiple avenues to recover. The economy is distributed across infrastructure and territory rather than concentrated in a few worker lines. It feels less like protecting a handful of vulnerable units and more like fighting over an entire logistical network.
>>
>>741573392
What Eco?
All you do is collect "energy" and "mass". There are no mining facilites, trade routes, research trees, production chains, so yeah, the economy is nonexistent in SupCom.
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>>741572314
>>741576449
What do you want? Logistics?

>Kill an experimental.
>Make engies.
>Ferry them to the wreck with a bunch of T3 units.
>Reclaim it into coffers bolstered by mass storage.
>Have, steal, or get a shared Aeon engy.
>Make a Paragon.
>Now you can afford anything you want.
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>>741576449
An economy isn't defined by how many resources it has. SupCom has income generation, infrastructure investment, expansion, opportunity costs, efficiency improvements, resource denial, territorial control, reclaim, power management, and production allocation. You're describing production chains, not economy.
>>
>>741565741
Is there ever any reason to play anything other than AOE2?
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>>741577227
Every RTS has any of those things.

> . You're describing production chains, not economy.

Production chains are an integral part of economy.
Supreme Commander has no economy.
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>>741577480
You turtle yourself up and are never even forced to leave the base, because you can spawn your own resources endlessly with Energy generators are mass converters.
It's as simple as it gets in that regard.
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The best single player RTS campaign is in a Japanese mobile game, how did that happen?
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>>741568110
WHY AREN"T YOU GUYS WATCHING THIS AMAZING

STARCRAFT
ON
STEROIDS

WITH *QOL* FEATURES?
>>
Based supcom schizo
I also like warzone 2100 which has a similar system
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>>741577480
A streaming economy, reclaim, ferrying, and adjacency are obviously pretty unique and fulfill the definition of resource chains, even if mass gathered goes into a somewhat wireless global economy (which is true of AOE and SC).
>>
>>741568110
>>741578586
that's not Starcraft?
>>
RTT > RTS
>>
>>741579432
>He doesn't know.
HE DOESN'T KNOW.

>That's not Starcraft?
And you better believe it that's not Starcraft *anymore* it's an entirely new game.
>>
>>741566721
Ugly graphics and bad music for starters. Even BAR is just barely better at that.
It has a long campaign but it's quite filtering because of the uneven difficulty, annoying but still lame computer opponents, irritating side objectives, and each scenario tries to get you to use some dumbass new unit instead of letting you play as you like.
It has some cool mechanics, but they're pretty unusual for the fans of the subgenre, who'd rather keep playing what they have than relearn everything from scratch.
>>
>>741577618
If turtling and mass fabs were enough, competitive SupCom would've been won by sitting in your starting base. Instead, high-level games revolve around reclaim, mex control, expansions, and denying the opponent's economy because those are vastly more efficient than fabricating mass from power.
>>
>>741569885
it lacks the extreme asymmetry of starcraft but other than that its ok
>>
>>741581426
Still nothing unique to Supreme Commander, the economic system in Supreme Commander is bland in comparison. You only have these 2 types of resources - not any different from, say, Command And Conquer (Tiberium and Energy (which is also a "streaming resource" >>741578778 ))

Age of Empires (Food, Wood, Gold, Stone) you could also regard the population to be a resource which is defined by certain buildings.

Supreme Commander does not have the kind of deep economy or economic warfare that some other RTS have.
>>
>>741581595
You mean how factions play? Are there meaningful differences to offensive unit playstyles?
>>
>>741584121
you mean in starcraft? no other game even comes close(not even sc2).
nothing is shared at all between races not units or structures or anything and it is extremely different to play, they don't even function the same on core mechanics.

the workers don't even mine at the same speed
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>>741582254
What game has reclaim, ferrying, and adjacency (especially for buildings that can all explode each other)? As for a streaming economy, SupCom specifically doesn't make you wait for income (over-expenditure just makes it slower), so you don't have to micro-manage production items.
>>
>>741565741
Empire Earth 2. EE1 mogs it still
>>
>>741565741
they are billions
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>>741587012
>reclaim
Not sure what you mean by that.
>ferrying
Ferrying what? Troops? Goods?
>adjacency
You mean the mass/ energy storages that boost the power/mass generators when in proximity? Assuming yes, from an abstract perspective, the positions of buildings relative to each other play a significant role in many games.
For example: Cities Skylines, a tourist hub will attract tourists (=> higher tourist income but also higher crime with dozens of other side effects), the steel plant is best to be placed close to a iron ore mine, the commercial building should be in between residential areas and industrial areas and so on.
Same goes for Anno.

I suppose you can also find counterexamples like CC where it doesn't really matter.
>>
>>741565741
I'm not, but if I would it would be pre-remaster patch WC3
>>
>>741588524
>Reclaim.
When a unit or building dies, 81% of its mass becomes a wreck. This disincentivizes pushes where you can't get engies to score the reclaim, but you can still do it if you don't think or find your opponent will get it, but some items such as experimentals can be huge mass gifts. If you start construction of a building on a comparable wreck, it starts at 50%, so there's a choice to be made if you want speed or resources. The strategic and attention values are obvious.

>Ferrying.
You can air transport units and the commander (in a T2 transport), and setting ferry points schedules repeated, automatic pickups and delivery of produced units.

>Adjacency.
>the positions of buildings relative to each other play a significant role in many games
We're talking about RTS games.

These come together in a way (variety:depth) that most, if not all, other series don't have. I want to give a special mention to adjacency because I think it's the most underrated mechanic in SupCom, but vastly reducing the costs of mass fabricators sets up a really strong (and volatile) choice component, and energy generators notably increase artillery fire rate.

Also of note is the Aeon Paragon, which provides near endless resources at the potential expense of a nuclear explosion if it's destroyed (it only has 5,000 HP and costs 250,200 mass).
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>>741589701
>81% of its mass becomes a wreck. Th
Ohh that, I never bothered with it, forgot that's a thing even. Recyling old units.

>Ferrying
Anno. Can schedule goods & units

>We're talking about RTS games.
Anno, specifically Anno 1701 (came out 2006). Also Folwark in AoE 2. Building with adjacent effects are not unique to Supreme Commander and have deeper effects in some other titles.
>>
>enter /v/ RTS thread
>if it's alive it's casuals complaining about APM (not knowing that EPM is the real metric)
>no one wants to play anything
>people refusing to do the basics like scout the enemy
>people complaining about a game daring to have a fast pace
It's all so tiresome
We need a new /v/, a videogame board for people that actually play
>>
>>741567638
shallow game with no competitive scene
>>
these threads are made by that supcom faggot to shill his shitty game. Since a supcom thread would instantly die he has to camouflage it
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>>741591126
shill a dead game from a dead dev?
>>
>>741590652
>Ohh that, I never bothered with it, forgot that's a thing even. Recyling old units.
You can get up to 81% of both your and your opponent's army. And you have to make sure you ground fire wrecks such as mexes to deny economy.

>Anno.
>Folwarks.
Folwarks are an adjacency bonus, sure. But in SupCom adjacency is a major economic and base-design system that affects large portions of your infrastructure.

And Anno is basically an economy/city-builder. If we're bringing production-chain games into the discussion, we've already moved pretty far away from RTS combat design. You're helping my point in a way, though. Comparing adjacency to an economy game highlights the design.
>>
How do we get players into the obviously Supreme Commanderâ„¢?
>>
>>741592005
Are you going to start a lobby or stream a match or something?
>>
>douche on arena
pure cinema
>>
>>741590754
The burden is on you to explain why all those units, mechanics, tech transitions, economic decisions, and attack vectors collapse into a small set of dominant decisions.

Also, it has a competitive scene on FAF with global and ladder rankings.
>>
Armies of Exigo, had no idea Jeremy Soule touched this game until now.
>>
Are there any recent rts games with good campaigns? I don't care about multiplayer at all.
>>
Warlords Battlecry 3.
I forgot just how jank as shit this game feels to control and how weird the combat was. You can go from pounding it out with 40 damage swing trading to someone dropping 160 damage on you with a single crit. Which wouldn't be that bad, if it wasn't a hero-centric game.
>>
>>741577618
No, that's how you lose. Mass converters are for investing more in territory you already hold when you have the opportunity and aren't being pressured, which is really really rare, or for capitalizing on an already higher energy income which is fine. It doesn't hold a candle efficiency-wise to expanding to hold more territory because it takes a long time for that metal expenditure to even pay for itself. Someone who does this instead of expanding will lose against an identical player who's not, every time. The economics are against them.
>>
I'm enjoying my last matches on the sc2 ladder before the incoming patch kills all enjoyment I had for this game.
>>
Factorio. But an RTS
fucking fund it
>>
>>741590673
Why shouldn't I complain about something I don't like? No, really.
>>
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>>741595049
it's not balanced at all, but the campaign is fun, just don't put your hero in a position to be killed
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>>741596585
It's not that, it's that /v/ literally doesn't play games yet post as if they're an authority
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SupCom has some of the best castability in the industry. What a huge selection of units -- land, sea, and air -- that follow recognizable archetypes (navy frigates, subs, destroyers, cruisers, missile ships, torpedo boats, stealth boats, shield boats, battlecruisers, battleships, nuke subs, and aircraft carriers, all with different weapons and levels of torpedo defense in matchups that change the way progression happens for different factions, like Seraphim rushing T3 subs, which are extremely powerful in light of not having T2 subs and avoiding surface fire; not every faction has all of these, so each faction plays quite a bit differently), plus buildings. Airdropping engies to rush a T2 FOB is just one way to secure resources and prevent opponent units from invading your base. Controlling air and producing gunships to dissuade land units is another. Or you can mass produce T2 fighter-bombers and go straight for their commander or eco, which is extremely effective because people either don't or can't produce shields in time, or AA. There are dozens of strategies and matchups that lead to various faction playstyles, and all of this comes together in a way that is extremely dense and fun to talk about.
>>
>>741596653
That looks cool.
>>
>>741596831
>no lobby
>>
>>741592083
>>741596954
I don't have my computer here. Go play Dual Gap, /v/.
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>>741597436
LOL
Fuck off retard
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>>741597456
: |
>>
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>>741596898
The Dark Dwarves are my favorite race, their army is made out of siege machines, golems and mechanical spider suicide drones, only the worker units and the hero are actual people, they are like unhinged Dwarf Fortress dwarves.
https://www.youtube.com/watch?v=egxzPAywNEs
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Zero-K has the best economy. Zero-K has the best micro. Zero-K has the best macro. Zero-K has the best tactics. Zero-K has the best strategies. Zero-K has the best units. Zero-K has the best maps. Zero-K has the best mechanics. Zero-K has the best combat. Zero-K has the best depth. Zero-K has the best towers. Zero-K has the best artillery. Zero-K has the best projectiles. Zero-K has the best air. Zero-K has the best matches. Zero-K has the best everything.
>>
>>741598443
but is it fun?
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>>741598593
Zero-K has best fun.
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>>741565741
Played the Dust Front RTS demo. Its ok, needs some work.
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>>741598443
>>741599098
SCFA offers a larger-scale economic game, more dramatic tech progression, and a more developed strategic-weapons layer.
>>
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Should I play BAR or Zero-k
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>>741590673
I have wrist problems now. Why would I want to play with /v/?
>>
>>741600223
Get your nutrients, especially Omega 3s and vitamin C.
>>
>>741600220
Do you want to play with a shitload of other people in a stale meta where you get yelled at and trolled by ESL neckbeards? BAR 8v8.
Wacky fun times with a lot of people? ZK whenever people are around.
Do you want to play 1v1 seriously? Both work but BAR has the more developed scene.
Campaign so you can have concepts slowly introduced? ZK.
AI skirmishes? BAR.
Co-op? Both are about the same.
>>
>>741599328
Zero-K has perfected economy. From the expansion paths and planning you make, to the economic strategy and the construction and defense of reactors. Supreme Commander went for the complexity route with adjacency bonuses. That caused people to build their bases in a grid pattern. In Zero-K, people roll out their mexes, then there is a secondary rollout of the energy grid for overdrive. Going for overdrive is more of a decision as a response to what your opponent does and the state of the battle than something you must do as a form progression. The solar collectors in Zero-K can also work as a form of defence since they are quite strong, blocking runbys if you form a wall with them. It goes further than that. You can escalate to geothermals, fusion reactors and singularity reactors. Designing your economy is a lot more freeform than in SupCom, and you have to have careful placement of your reactors and apply appropriate defenses based on plausible threats. It's not viable to preemptively build defences for every possible threat, it'll be too expensive. There's a big tactical layer to economy placement. Protecting them from artillery, missiles, cloaked units, planes, and units launched from the air, including bomb units as a form of artillery. Singularity reactors are too expensive to just spam everywhere in a grid like you see in supcom. They are carefully built with meaningful decisions around them in decisive locations. Building each singularity reactor has a decision on whether it should be built, and not something you just automatically do for the sake of it. There are supermexes in some maps, locations you can put your metal extractors on that yield more metal than ordinary mexes. They are also more efficient for overdrive. They are of very high importance throughout the entire game as an economic power, where people try to take control of it and keep it operational.
>>
>>741600323
Grams of vitamin C*.
>>
>>741600323
I do. Why do you think that fixes them?
>>
>>741600395
Because I had wrist pain and dry eye problems, and they went away despite continued use.
>>
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>BAR finally has publisher for Steam
LETS FUCKING GO
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>>741600617
What do you think they'll do? Will they have to rewrite the game engine? Like, is it possible to make cheats because it's open source?
>>
>>741600785
It's still going to be free off-steam but there will be a paid campaign release on steam. Apparently they can't viably do a free steam release because visibility gets nerfed for free games, even if they have the paid part as DLC.
>>
>>741565741
At the moment I am playing through both Original War and Submarine Titans. Highly recommend both.
>>
>>741599328
Zero-K has way better tech progression. Instead of having tiers, it is completely flat. You can build a raider, or start building a cyclops right from the start. Instead of tech being simply better than the others, tech is for achieving specific purposes and roles. One can build a different factory for different units to achieve a unique purpose. The Zero-K equivalent to experimentals is also way better than Supcom. The detriment is a giant mech that can leap very far across the battlefield and makes for a good superweapon killer, usually causing very high intensity and action when both are in scene. Zero-K's strategic weapons scene is way better than SupCom's. No other RTS has the nuke and antinuke scene as seen in Zero-K. Nukes in BAR and SupCom are basically wet farts compared to Zero-K's nukes. Antinukes are expensive. Defending antinukes is expensive. There are lots of attack vectors against antinukes, and lots of ways to defend them. There can be planes, cloaked units, artillery, a successful push of units, missiles, and even units that got launched high into the air to land onto the antinuke. Terraforming, shields, turrets and units are ways to defend them. Some people even fly planes to intercept missiles or crash into the launched units. It is a big coordinated effort from both teams to defend and attack antinukes to launch a devastating nuke. There are long range plasma cannons which can take down other artillery or even badly defended singularity reactors. There is a meteor controller which can rain down meteors from an extremely long range, wiping down entire armies and important structures. A heavy saturation artillery cannon which rains a variety of projectiles with a variety of effects causing massive destruction and chaos wherever it's targeted into oblivion. There's also a superweapon that fires a giant laserbeam onto a mirror in the sky, sculpting the land and vaporising anything in contact.
>>
>>741601574
When it comes to strategic weapons and superweapons, it is unlike anything you've ever seen. When two teams fight and they both have superweapons, an immense amount of coordination and effort is put in as they try to take each other's superweapons down. Lots of shields, steeply high terraformed walls, lots of defences. It's a rush to destroy the other superweapon first. Superweapons require a lot of energy in the grid to function, so not only is the superweapon a target, but the grid and reactors too. During a superweapon war, superweapons typically get disconnected from the grid multiple times as they try and kill each other. It's a lot of desparation. Sometimes the singularity reactors get blown up and the team desparately tries to build more to get enough energy for their superweapon to fire again. Detriments can appear on scene in an attempt to take down a superweapon. There can be a massive amount of planes in an attempt to bomb the superweapon. Sometimes multiple superweapons gets constructed. Flying units getting launched from ramps. Superweapons taking down antinukes to launch a nuke also sometimes happens. Sometimes people even build their singularity reactors next to their superweapons so they can be covered by the shields after the exposed ones get destroyed by the enemy superweapon. Of course, there is a risk they will chain explode if any one of them gets destroyed.
>>
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>>741565741
the only one worth playing
>>
>>741602345
I wish this was popular instead of aoe2
>>
>>741566187
>I only play TA clones!: the post
>>
>>741567924
I used to get accused of cheating in Brood War because in the early 2010s half the players were cheaters. It was just seething cheaters, of course.
>>
>>741602345
I just couldn't get into it 20 years ago and never tried again. AoE2 is such a perfect game, everything after not called AoM is bad imo.
>>
Shoot me reccys for near past (WW1~Cold War), present day (Iraq, Syria, Ukraine) and near future (2040 Drone/humanoid robot warfare idk) RTSes and RTTs.
My own list, in no particular order:
>MoWAS2 and CtA Ostfront (the latter has very good mods)
>Regiments, WARNO, Broken Arrow
>Command: Modern Operations
>Gostomel Heroes, Syria Warfare
It doesn't have to be exactly like them.
I'm also looking for games like Warband or Total Conflict within that timeframe, if any exists.
>>
>>741603245
definitive edition has nothing to do with the game of 20 years ago, you dont even have to level up cities anymore

people like you that call aoe2 "perfect" really need to get their head out of their ass, aoe2 is anything but perfect, especially its abysmal the unit pathfinding
>>
>>741603245
>everything after not called AoM is bad imo.
honestly people need to stop saying this, so many RTS are good but just not your particular cup of tea
>>
>>741600223
Stop masturbating so much, get your girlfriend to do it for you
You DO have a girlfriend right?
>>
I LOVE WHEN MODERN (((COMPANIES))) UPDATE GAMES WITH HECKIN SENSITIVE DIVERSITY AND CHINESE PANDERING
PANDA-ING, BECAUSE IT'S CHINESE, IF YOU WILL
>>
>>741603853
Wrong hand for wrist problems.
>>
if grubby loses this series it's because none of his bbcs have survived for more than 2 minutes
>>
>>741604445
>BBCS
uh?!
>>
>>741565741
The recent surge in rts threads made me install aoe2 and friends are joining too which is actually fun cause no one of us can actually play aoe well. I bought the c&c remaster for like 4 bucks on steam and Im waiting for stronghold 4. Early access is a shame but I want to try out the demo. Firefly always failed miserably on 3d stronghold games but maybe they got it this time. Early reception seems to be good. Honestly, they should keep their games in that stronghold 1/crusader remake style and just use a different setting.
>>
>>741602345
based
>>741603245
cringe
>>
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>>741565741
eternally waiting for the next rts game
my wishlist has like 3-4 of them.
>the next rts will be good for sure
>>
>>741573089
>just like the game
it really sucks that one of the best _____ games ever made came out over 20 years ago and nothing has come close since.
(dow4 will be bad, dont even bother getting excited)
>>
>>741590673
>scout the enemy
waste of resources
id rather make more shooty boys
>>
>>741603505
name a game with better pathinding
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>>741606928
dow4 will save rts
>>
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>>741601574
>>741602139
I like the flow of tech progression, commander upgrades, the number of units in both amount and types, adjacency, shields that can be assisted with mass (and as large scale shield grids protecting artillery, experimentals, anti-nukes, power farms, and production), simplified unit types (not RPS), actual graphical differentiations in size and faction identity. I also think nukes are really powerful; you don't have them covering 1/10 of the map or anything for most map sizes, but the area is huge compared to the amount of mass points and base builds that are common. I also like that PD turret creep can be especially powerful, especially if you push before they have reasonable shield or turret infrastructure, plus UEF has T3 turrets that are really useful if you get a UEF engy; but T2 PD can kill experimentals in a pretty small amount if they're shielded -- at least compared to the cost of an experimental.
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>>741607060
literally every rts made after that one lmfao
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>>741565741
I'm playing an inverse RTS. Hundreds of units fight on the battlefield while I play a super unit in first person.
I wish we had more hybrid RTS games like Natural selection 2, executive assault, and savage.
Carrier command 2 was another that did a really good job blending RTS elements with direct control over the units when needed. Too bad they didn't expand it very much with more units or building actual bases.
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>>741565741
Nothing, waiting for Dawn of War 4.
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>>741565741
What's the best way to play the Age of Empires games now? Should I try the originals or definitive editions?
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>>741608260
holy fuck this game... honestly i get similar vibes playing nuclear option
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I don't really have much rts experience besides army men toys in space as a kid. is age of empires 4 a good start? I don't mind complicated or simple games as long as they are fun
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>>741608536
no 4 is gay. play 2de or sc2 if you want babby's first rts.
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>>741608420
For AoE2, Definitive Edition is overall the best. You can try Conquerors with Userpatch or HD Edition if you're feeling nostalgic but the abhorrent 75-100 pop limit WILL feel terrible on the older campaigns. Some of the HD edition campaigns have unique versions compared to DE and are also available with mods but might be buggy.

For AoE1, the original is just awful (No market trading, no gold, low wood, crap pathing). Definitive Edition is an improvement but Return to Rome seems like the best option (might be too different to AoE1, though). The only thing RoR lacks is the expansion campaigns.

For AoE3, it's fine either way, I believe. DE has some extra content and some differences.
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>>741607072
>save
i agree
it will accelerate towards total industry collapse
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>>741611403
rts games with unconventional resources/resource gathering?
sick of seeing fucking crystals being mined and gas or whatever being energy
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>>741565741
The last RTS I played was starcraft 2 over a decade ago
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>>741612618
AVP extinction. You have to harvest your enemies bodies to make more aliens.
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>>741565741
American Conquest. Bretty gud shit, underrated I say
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>>741614334
I obsessively played this game when I was younger. I think it was my second RTS game I ever played behind AOE2. I'll always hope for a new sequel, or remake.
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>>741591126
You got filtered so hard by supcom that you're treating it like bipolar girls treat their exes.
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Bump.
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https://store.steampowered.com/app/2616430/Populous_The_Beginning/
80% off. I'm going to download the community mod manager and start playing the custom campaigns.



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