![]() These features don't really add anything to the game, they just enable a more casual playstyle. With the ridiculously exaggerated movement speed, it seems like airdeployable units wouldn't even matter, while on some of RD's 4v4 maps they could have been great to get a TOW-Wiesel or something comparable to a remote flank quickly.Īll I see are small QoL additions like LoS tool or giving orders during deployment, but honestly, for someone with multiple hundred hours in Red Dragon, these features are more or less meaningless, because I know how to quickly micro an opening or properly place my recon. paratroopers or light vehicles in helicopters). I also didn't see any new features in the matches, like airdeployable units (e.g. Just a way to get a relatively balanced game without waiting, looking at stats of people and repeatedly kicking/banning almost everyone joining for up to 10 minutes. And I'm not talking about ranked matchmaking, I'm talking about casual matchmaking for anything from 1v1 to 4v4 like in SC2 or AoE4. I don't understand how Eugen didn't identify matchmaking as one of the most important features to add. Games seem to be still lobby based, so waiting to get an enjoyable game will take ages again. If we ignore content (units/maps), graphics and audio and just look at the gameplay (what actually matters, when considering how many people still play >10 year old games with solid mechanics), what does WARNO actually bring to the table? I really wanted WARNO to be a good game and widely accepted successor to Red Dragon, but I definitely can't see that at the moment.
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