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Recent reviews by Noobinati

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Showing 1-10 of 19 entries
2 people found this review helpful
0.0 hrs on record
"There are NO man sized rats under Zinkenstill."
Posted 2 November.
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No one has rated this review as helpful yet
119.3 hrs on record (115.3 hrs at review time)
Super earth granted us better weapons. ALL PRAISE SUPER EARTH,
Posted 17 September.
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7 people found this review helpful
1 person found this review funny
257.1 hrs on record (189.1 hrs at review time)
In the longest board game in the world, "The Campaign for North Africa", a single round might take up to a 1500 hours.

That's still less than it takes to finish a tech tree in this game.
Posted 20 May, 2023.
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19 people found this review helpful
1 person found this review funny
4
83.0 hrs on record (7.1 hrs at review time)
TLDR: The key element of Real Time Strategy, clear unit cohesion, is missing from the game as it is.

To illustrate the problem, let us compare the game to Total War Rome 2, and how units worked in the game compared to TW III.

For example: Sparta in R2 as a faction was revolved around sturdy and immovable heavy spear infantry, backed up with ranged units like slingers and archers. Your key gameplan was to play like a turtle, seek chokepoints and position your troops to maximize their effectiveness. Your direct counter was anything more mobile than you. Your infantry would devastate any cavalry dumb enough to charge at them. However, due to their slowness, if you were careless, your ranged units would be caught out on the open and destroyed. Then your spear infantry would be at a disadvantage, since they lacked damage output. However, if you accounted for this well, you'd still manage to win battles while dishing out tons of ranged damage, tying up enemy troops with your own durable heavy infantry.

In TW III, as a comparison, Cathay is a faction that is supposed to have strong spear infantry, like Jade warriors, that have charge defense against all. Cathay has tons of powerful ranged infantry, ranging from archers to muskets to cannons. Now, you'd expect to hold your line with well positioned rows of spear infantry, while trying to watch out for more mobile enemies? What you'll find out, is that many enemy units just ignore your infantry that is supposed to tie them down. For large units like Trolls, that is to be expected. But even medium units like Ork boyz run through your spear walls like thin air. Not around or anything, straight through the unit. Medium charge units like panthers etc. do as well. When you try to reposition, you'll find your units respond to commands late, and sluggishly. You might find out, that your archers have actually stopped firing at targets within their LOS for over half the battle. In the majority of occasions, you'll have your entire ranged arsenal wiped out as the first thing in battle, either by "frontline jank" or spells.

The best alternative is to get the most expensive heroes or generals possible. Leader units have tons of HP and armor, and they deal more damage than most ranged units ever could, both in melee and with their abilities. They can continue dishing out ranged damage even while being engaged by enemy infantry, and can hold their own at least for a while against multiple units. Even the most expensive artillery pales in comparison to nukes all of the playable factions can call down from the sky if the hero is in range. Babysitting cannons with a squad of infantry that cant even occupy marauders or any other unit is a waste in comparison, since even a second in contact with melee combat breaks your artillery pieces.

I might be the only one to feel it like so, but the best units are large units with firepower unlike their smaller fragile counterparts, since "antilarge" units aren't in many cases durable enough or numerous enough in most armies to take them on, even in previous games (looking at you TW2 necrofex colossus doomstack). If I'm wrong, please enlighten me so. Until immortal empires drops, I'd like more factions in the game that it lacks, thus the negative review.

EDIT:
In the recent patch, even bullets go through infantry! You can fire friendly musket units through your on infantry to hit enemies with no penalty. Every infantry unit in the game is practically immaterial.
Posted 21 June, 2022. Last edited 1 July, 2022.
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1 person found this review helpful
5.1 hrs on record (0.9 hrs at review time)
I'm sure it would be really great if the play button actually launched the game at all.
Posted 16 November, 2021.
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4 people found this review helpful
4.7 hrs on record
Fun to play with friends, but wouldn't pay 40 freedom bucks for it, especially with this baked in microtransaction-fest ran on monopolymoney. I'd expect to see something like this in a free to play mobile game.
Posted 15 June, 2021.
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1 person found this review helpful
1 person found this review funny
64.2 hrs on record (36.6 hrs at review time)
According to Maslow's hierachy of needs, humans have five basic needs:
Physiological needs, safety needs, love and belonging, esteem and self actualization.

I found the 6th need.
It's Legion's predator cannon.
Posted 5 May, 2021.
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3 people found this review helpful
9.2 hrs on record (7.2 hrs at review time)
In the field of game design, the point of cosmetics should be at most endgame content. Not the entire game itself.
Sea of Thieves is entirely built on selling cosmetics with real and in-game money, and nothing else.
Posted 13 April, 2021.
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3 people found this review helpful
91.3 hrs on record (8.0 hrs at review time)
Early Access Review
One of my worst early game enemies turned out to be the trees.



10/10 would get into a logging accident again.
Posted 5 February, 2021. Last edited 5 February, 2021.
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No one has rated this review as helpful yet
29.0 hrs on record (10.2 hrs at review time)
Early Access Review
The only game that I regret not having a vr-set yet for.
Posted 26 November, 2020.
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Showing 1-10 of 19 entries