• Planetary Annihilation Megathead v2
    1,261 replies, posted
We should have another community game in a bit.
Really wondering if they just straight up didn't register my kickstarter donation or if I fucked up and missed some email along the way. What was the process that ya'll did normally?
I officially regret pre-ordering this. I should've known better, it's Uber after all. Maybe I just got hyped up too much but this game is really disappointing compared to even something like half the Spring RTS games. Still a bit of hope it improves in the future but my taste has been sullied. It reminds me a bit of Minecrafts "release".
[QUOTE=Tark;45957338]I officially regret pre-ordering this. I should've known better, it's Uber after all. Maybe I just got hyped up too much but this game is really disappointing compared to even something like half the Spring RTS games. Still a bit of hope it improves in the future but my taste has been sullied. It reminds me a bit of Minecrafts "release".[/QUOTE] I think you might be overreacting a little bit, but it does feel a little less "epic" than I was hoping.
[QUOTE=Tark;45957338]I officially regret pre-ordering this. I should've known better, it's Uber after all. Maybe I just got hyped up too much but this game is really disappointing compared to even something like half the Spring RTS games. Still a bit of hope it improves in the future but my taste has been sullied. It reminds me a bit of Minecrafts "release".[/QUOTE] I'm not disappointed at all, it's a really good RTS and it will be getting post-release support too. The release is just[I] limp dicked[/I]. There's no PR, there's no hype, there's no real new release content, and some serious bugs/oversights that EVERYONE just was like "eh it's just a beta, it'll be fine eventually" are still in the game.
[QUOTE=Mbbird;45958055]I'm not disappointed at all, it's a really good RTS and it will be getting post-release support too. The release is just[I] limp dicked[/I]. There's no PR, there's no hype, there's no real new release content, and some serious bugs/oversights that EVERYONE just was like "eh it's just a beta, it'll be fine eventually" are still in the game.[/QUOTE] What really concerns me about PA is not the game itself, but the developers, who I have come to understand have a tendency to stop paying attention to their games after a while.
I just want modders to port Forged Alliance into Planetary Annihilation, so it can become the best RTS.
I'd definitely like another tier of units, similar to the experimental units from Supreme Commander. It feels kind of weird that the next step after sending an army of T2 units is "destroy half the planet by crashing a moon into it".
[QUOTE=blazingfly;45960300]I'd definitely like another tier of units, similar to the experimental units from Supreme Commander. It feels kind of weird that the next step after sending an army of T2 units is "destroy half the planet by crashing a moon into it".[/QUOTE] As much as I love the gameplay, I agree SO MUCH. There needs to be a couple extra units for each factory. It escalates from tier 2 to FIRE NUKES UNTIL ONE HITS. My friend and I got deadlocked because of this, so we called a truce and quit the game.
[QUOTE=Tark;45957338]I officially regret pre-ordering this. I should've known better, it's Uber after all. Maybe I just got hyped up too much but this game is really disappointing compared to even something like half the Spring RTS games. Still a bit of hope it improves in the future but my taste has been sullied. It reminds me a bit of Minecrafts "release".[/QUOTE] "half of springs rts" like uh, company of heroes, and..... what else? :v:
[QUOTE=Naught;45961120]"half of springs rts" like uh, company of heroes, and..... what else? :v:[/QUOTE] [url]http://springrts.com/[/url] That post was a bit harsh in retrospect I'll admit. Planetary Annihilation could have been so much more if they'd held back on releasing it, though.
What does the mod support look like? Is it anything like Spring?
[QUOTE=trainplane3;45961068]As much as I love the gameplay, I agree SO MUCH. There needs to be a couple extra units for each factory. It escalates from tier 2 to FIRE NUKES UNTIL ONE HITS. My friend and I got deadlocked because of this, so we called a truce and quit the game.[/QUOTE] Should have used SXXs to take out anti-nukes, a single shot destroys anti-nukes.
The easy AI is retarded and the normal AI has precognitive level abilities. I also had a thing where my AA doesn't work very well against it - the missiles would fly towards the AI planes then spiral around them and do no damage when they hit. Strangely I didn't get the same benefit from their AA. I think it's because the AI can multitask far better than a human can.
Why does this game have no Anti-Tactical Missile Launchers? There aren't even any Anti-Tactical Missile units.
[QUOTE=GHOST!!!!;45963209]Why does this game have no Anti-Tactical Missile Launchers? There aren't even any Anti-Tactical Missile units.[/QUOTE] Yeah it does? Anti-nuke sites. It's a building. You know, what's so odd about the game is definitely the lack of a real end-game. PA is round based, and rounds lack depth because you can reach the "end-game" that is present very fast. The depth of PA as a whole suffers. What's there is [I]solid[/I], but everyone seemed to assume there would be more. New players to the series saw small T2 tanks and, despite their power, assumed there would be something bigger, while fans of the Annihilation series just expected batshit insane stuff like large spider walkers and [I]real[/I] planetary scale work. (The game's initial experience is weird too, because there's no "armory" or anything to see all available constructable units, and typically when games have tiers there are at least 3, so the player just has a slow, rolling letdown as they play and realize it's just T1 and T2) A few experimental unit reveals combined with the death star in the trailer, a unit cannon (fucking hell), and a bit more [B]non-youtube/forum PR[/B] and the release would be fine.
I said Tactical Missile Launchers, not Nukes or Anti-Nukes.
[QUOTE=GHOST!!!!;45963343]I said Tactical Missile Launchers, not Nukes or Anti-Nukes.[/QUOTE] Oh you're right...that's odd.
Also, fucking shields, I'm sick of getting bombed by artillery and having my units that try and take it out to end up getting taken out by it.
Things like this. 6 months ago when I first realized that my kickstarter package included beta and started playing, I was told by multiple people and read in multiple places that there are just "holes" in the unit selection. I began to feel it a bit after about 10-15 hours. No real new units have been released since then. [editline]12th September 2014[/editline] NO. No shields.
Orbital combat feels a little empty to be honest. We have the fighters and not much else.
The entire game feels sort of empty.
It's like only half the game has been made, and that other half is where most of the good shit is at.
[QUOTE=TheJoker;45963548]The entire game feels sort of empty.[/QUOTE] It does. Everything there feels solid and works well, amd the recent dox changes means the balance is pretty nice. But its not a surprise that this is the case, since there is so little to balance. I believe we need T3 units, some unit and building to counter tactical missiles (SupCom 2 had this), and some counter to arty. Maybe the stealth fields from SupCom (which are only countered by ARKYDs maybe)? Oh and the Unit Cannon of course. Maybe experimentals. Everyone says no to those because there's no strategy to their employment, they can only attack. I think that is the bloody point, PA emphasizes attacking over turtling and if you manage to build an experimental your enemy is doing something wrong
[QUOTE=paindoc;45963746]It does. Everything there feels solid and works well, amd the recent dox changes means the balance is pretty nice. But its not a surprise that this is the case, since there is so little to balance. I believe we need T3 units, some unit and building to counter tactical missiles (SupCom 2 had this), and some counter to arty. Maybe the stealth fields from SupCom (which are only countered by ARKYDs maybe)? Oh and the Unit Cannon of course. Maybe experimentals. Everyone says no to those because there's no strategy to their employment, they can only attack. I think that is the bloody point, PA emphasizes attacking over turtling and if you manage to build an experimental your enemy is doing something wrong[/QUOTE] experimentals in SupCom aren't no strategy first one to experimental wins kind of things, I've lost experimentals to t1 stuff from pure zerg tactics on it.
[QUOTE=Pigbear;45965277]experimentals in SupCom aren't no strategy first one to experimental wins kind of things, I've lost experimentals to t1 stuff from pure zerg tactics on it.[/QUOTE] You're going to make someone think they're having a stroke. Commas are your friend.
[QUOTE=Electrocuter;45962314]Should have used SXXs to take out anti-nukes, a single shot destroys anti-nukes.[/QUOTE] It's hard to send those to a planet when both of our orbits were completely locked down with fighters and those ion lasers on the ground. We concentrated on other commanders first then worried about each other. My friend sent about 40+ fighters to my planet only to have my 70+ dominate them. We even tried throwing planets but neither of us could lock one down long enough without being nuked.
[QUOTE=Mbbird;45965382]You're going to make someone think they're having a stroke. Commas are your friend.[/QUOTE] what
[QUOTE=Pigbear;45965277]experimentals in SupCom aren't no strategy first one to experimental wins kind of things, I've lost experimentals to t1 stuff from pure zerg tactics on it.[/QUOTE] depends on the experimental and the person using it the majority of the time
[QUOTE=Pigbear;45965544]what[/QUOTE] He probably means speech marks around "no strategy first one to build wins".
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