TW: Warhammer is meh okay. You have to really like the Warhammer theme to the point of rose tinted glasses fanboy to enjoy it and not get bored or sick of the bugs or flawed feature design.
It's not real time strategy per se since it is a combination of two genres, but there's resource management in the campaign. Battles are the direct result of campaign actions (re moving your army to attack their army, which might have better units than yours).
I find it boring though, the building and resource management is very barebones, and unlike previous titles you have to decide what structures to build, and if you make mistakes or need to revise, you have to demolish due to limited slots.
Because there is no governor feature, the dynamics of generating income is extremely linear; nearly all the income is gained from building certain buildings (and that's like 1-4 types, of no particular difference), or waste characters' skills in bonus income, of which can never replace the former and prevents you from having good military characters.
In previous games you can have characters of varying talents act as governors or generals, depending on what they are best at: there was a rather dedicated civil element to the game when building an empire.
There is none of that in this game, all characters are there for the combat, and so any skills dedicated to running your regions better are more of a waste since you need them for fighting, and like 95% of the leveling up requires fighting anyways. Yeah sure it's Total War and Warhammer...but that's kind of the problem, really from the perspective of making a turn-based strategy game that's about empire building. It wouldn't be that bad if empire building is such a huge mandatory part of both the TW experience and actually getting your armies win battles in the first place.
If you guys are interested in TW, try the earlier games.
As a long time TW fan(played every single one from Rome:TW up), Warhammer TW is one of the most disappointing because of how bare bones it is. I won't pretend the older base games were that incredible either, but with overhaul mods they truly become something special (Rome TW and Medieval 2 TW have a plethora of excellent mods). The newer games are harder to mod because of how the code is locked off due to CA wanting to nickel and dime for add-ons. This means that any hope for even modding the game to be better is a pipe-dream.
Warhammer itself suffers from lack of variety in every department(some units are so weak they shouldn't even count as existing in the game), heroes are way too OP (lvl 5+ melee heroes are almost unstoppable), and the AI can be downright weak at times(you can play any faction on legendary once you get the right first opening moves down because the AI tends to respond the same way every time). My only hope at this point is that Warhammer TW is so bare bones they can't possibly get any more simplistic and will start to add features back in the next game. |
Make a real poll if you want input. |
SO. MUCH. FACTS. WRONG.
ISG trades 20 range n accuracy for poor barrage, AOE, anti garrison capabilities, retreat n lack of smoke.
Everything else in your post is correct, but ISG doesn't retreat, you have to manually move it(only the Raketen does it). |
No. |
I liked DOW1 for its larger armies and base building, did not like DOW2 for its smaller scale and no base building and fewer unit types(although it did have better combat control). Sounds like they are going to try and mix the two for this game: large armies with base building, and the combat control of DOW2. |
Have to agree, playing a few matches I fond VOlks just as blobsworthy, but now even more effective because they can let you dominate early game and grab resources to go for tanks. You either succeed and Volks just get relegated to dealing with infantry, or you don't and you need to start using Pumas and Rak43s. This is even more so because you have zero AT infantry alternatives; at least before you could use Volks to augment other AT efforts.
It's an interesting change in how you play as OKW...but not in the way that does away with Volksblob. Most of the enemies I fought with them were infantry too, which means that Volks can often end up being even more effective because the blob can wipe out anything- in this case the mod just switches from vehicles to infantry.
I actually think that, if I had a blob and given two upgrade options- one AI and one AT- the result would be more diverse and versatile, but not in a blobbing way.
Take for example a blob of four Volks squads- either four schrecks or four STGs, they are pretty powerful. 2x of each may make them more versatile but also means that they are less effective against clumps of either.
With that in mind I think the real solution should be raising their vet requirements plus further nerfs. Heck, I'd think giving them the cover bonuses like Infantry Section can drastically affect Volksblobbing, they'd get cut down to shreds fast unless you micromanage them behind cover and buildings. It can be defensive bonuses instead of rate of fire.
TLDR: no matter what upgrades you give to Volks, their current stats as squads makes them blobworthy, not the weapons they can upgrade to.
The change to Volks was not to stop an AI blob... it was to stop an AT blob. The problem was a rolling wave of 6 Shreks, with 5 men for retreating and surviving and with 5 levels of Vet, for the loads of Allies' medium tanks. The change was in no way to stop the Volks blob (all factions can blob right now with at least one of their units), but it was to give Allies tanks in all game modes(especially team modes) a better chance against OKW. |
In team games you'd have shreks and caches...and ostruppen
Also TWP, cheap spammable TDs in Stugs, plus the doctrinal arty/air support options are much better for Ost over OKW. I think Ost is better at defense and OKW is more aggressive, they just both have a non-doc HMG now... |
Typical players still going to complain about the things they ask for.
Players want more variety and build orders so Relic buffs Penals into CQC unit, players complain it is too similar to doctrinal Shocks. Relic allows OKW to build non-doc HMG with a more powerful one in doc, players complain about two HMGs.
Not every unit available to you is there to be built EVERY game. I don't even know if the pop-cap will allow one of every type of unit to be built at the same time. You want choices, but no holes in factions; redundancy will result. No one is forcing you to use both the MG34 and the MG42 and no one is forcing you to use the Penals and Shocks. Maybe you want to skip T1 to rush a T70, so no Penals for you, then grab a Shocks doc. Maybe you want a more powerful HMG later in the game, well then pick a doc with the HMG42.
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Ok I think some fellas are confused by the options. They perhaps confusing the question for "Do you think the sherman needs buffs?" or "Do you think the switching should be removed?"
So they said yes to those questions.
Are you being sarcastic or are you upset that 24 people(as of this post) have voted "Yes" to your question of: "Should it still require switching?" compared to 6 that voted "No"?
If you only want people to validate your own opinions then the internet is the wrong place for you or at the very least these forums are. |
I voted no. The only change I could see would be to remove the unit buffs the FHQ gives and give it a buy-able forward retreat point. Maybe do the same to the Ost reinforce bunker(since this is almost never built over the medic bunker). |