No one has rated this review as helpful yet
Not Recommended
0.0 hrs last two weeks / 23.5 hrs on record (23.5 hrs at review time)
Posted: 20 Dec, 2014 @ 3:57am
Updated: 20 Dec, 2014 @ 4:01am

Was fun for a while, but yes, the combination of bad AI and even worse pathing, and some other issues, I ended up having to baby-sit and/or micromanage each unit (including the carrier's weapons) to keep things alive and get things done. And since things in this game happens fast (well, not in the CS-like fast) and simultaneously, it is a nightmare at times.

Of the other issues, I could mention how weirdly the interaction between map-level unit commands and in-vehicle control works: I typically did the final approach or attack setup manually to get the much needed sanity to it.. Alas, the previous map-level command often was left lingering (without clear sign of that fact), and after I left the vehicle controls, it started to go for its previous commands. The method of adjusting those commands wasn't really that helpful, even if it is one of things sort of advertised as easy.

Sometimes the map/radar/whatnot was showing ground defense point, when it actually was doing air defense, and vice versa. And the air defense points can drop a flier very quickly. I.e. in AI control, its a suicide. One has to approach in manual control and be ready to back away if it reveals to be air defense. The ground vehicles are better in scouting in this sense, they can take the beating, but they suffer badly from the pathing, so it is still manual control. (Note, the fliers are affected by the pathing issues, too, even if they seemingly should be able to ignore ground obstacles. That shows how bad the AI and pathing is.)

As a hint for others who still want to try this game (buy it only while it is super-cheap): I mostly drove the ground vehicles as "backups" to various strategic points, left them there, then took one flying vehicle for manual control, cleared some defenses, and then ordered the rest of the fliers to assist. That worked for the best effect/time ratio for most cases, and the least frustration about the AI/pathing issues.

Also, I could never figure out how to affect, or even if it is possible to affect, the defense levels of islands (after been conquered). They apparently have some level, but since showing that level was also bugged in the map, no idea which island was semi-ready to welcome the enemy and which one was not. Though what I have read elsewhere, seem no island will ever be a significant threat, or even significant slow down for the enemy... So, no "strategy" from there.

The game had a lot of potential, but all those pretty simple to fix bugs and design flaws makes it flop. Well, AI can be difficult to get good, but even fixing the pathing to a working, even if not optimized, level would help a lot.
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