Maybe if you wore a shirt or had a description other than a paypal link.
Sounds like this guy never played the series when it 1st released, and doesn’t know how to play HW1:R At all o.O. Most people played this series because of the story, which for an RTS was really good, and for the gameplay, HW series was the 1st 3D RTS, and to most still one of the best. But this joker doesn’t even give it a chance.
Once they work out the kinks with the formations, tactics and AI, HW1:R will be an awesome remaster of an Old classic RTS.
Obvious troll needs a more obvious shirt, lol
Hihi this was hilarious… There was one thing he was partially right about though when you just step back for a sec and think through this with a neutral mind… Homeworld 2 is rather macro played while hw1 required more strategy and micromanagement…
I mean what do we do - we just research up and build fleets once cruisers arrive (with the current balance) it’s almost unstoppable…
In hw1 many ways could have let to victory and tons of frigates and caps didn’t automatically mean it’s over… Well the same counts for hw2 of course… But from the smallest fighter till the largest ship - everything remained useful…
Flanking and healing units & getting them out of harms way also played a larger role than in hw2. In there it’s usually always the same “attack move” don’t do much till anything and watch the fireworks…eventually pressing a button once in a while for hyperspacing in and out or firing missiles etc…
Yup, HW2 really changed the dynamic of the original by shoehorning ships into very specific roles by imposing accuracy and damage penalties for targets. Try beating a destroyer with 20 flak frigates for example - you did not have this level of cross-role incompetence in HW classic.
I would argue that part of the micromanagement aspect of the original was created in part by the use of a physics-based model instead of the current RNG system as it rewarded skilled players who made good use of positioning since all weapons could hit everything. A cruiser’s ion cannons and mass drivers could still hit fighters if the latter didn’t have an approach vector with some transversal velocity.
Now, it doesn’t matter that you positioned that assault frigate square into that fighter squadron’s line of movement - those flechette guns are still only going to hit as often as the % accuracy of its stats say it is.
HW2/R ships are slower, less agile and more fragile which makes battles much shorter than they were in HW classic which really cuts down on leeway for strategy and tactics.
It wasn’t just the story that made HW2 not as likable as the first, it was also the gameplay.
The game has problems, but this guy has a lot more.
I don’t see this going anywhere positive. also, insulting to people here, so: unlinked.