raaar wrote:
--- EVO
good :
- nice UI
- like the music
- unit animations are sort of nice (it's easier though, they are mostly vehicles and all robots seem to follow a similar 4 legged walk animation)
bad:
- unforgiving : very fast raiders with good dps/cost
- towers don't shoot at other buildings (wtf)
- some unit models somewhat ugly, although detailed
- only one faction
- unarmed commander (ok, wrong, he has an emp special weapon with a big cooldown...)
- units die too quickly, lack of units with high HP/cost, hard to micromanage
- unintuitive, unit strengths and weaknesses seem to have little connection to the model
- too much rock-paper-scissors (it takes the typical lack of interaction between anti-ground and anti air weapons further : anti-building units won't shoot at units and some anti-unit units won't shoot at buildings, or deal no damage to them)
- dislike how the supply system works, maybe a balance issue, or just personal preference
bad:
- unforgiving : very fast raiders with good dps/cost
Umm, not really. Things have changed since you last played. Raiders are important, but quickly are phased down to their default level of usefulness. Ikinz, qaenthalis, commonplayer, anarchid coudl probably explain this better.
- towers don't shoot at other buildings (wtf)
No, they don't, but there is an artillery turret now that can fire at other buildings.
- some unit models somewhat ugly, although detailed
Ugly ones have probably been replaced in the time that you haven't played
- only one faction
5 Techs. Four of them viable as a start. Even air (although air start is harder)
- unarmed commander (ok, wrong, he has an emp special weapon with a big cooldown...)
Emp auto targets now, and the comm is incredibly useful as an offensive unit. Ask godde.
- units die too quickly, lack of units with high HP/cost, hard to micromanage
Ok, you REALLY haven't played in a long time. Have a look here:
http://youtu.be/nM_2kn4ksFQ?t=55m45s (the game is about 10 minutes long I think)
You will notice that units react instantly and are as nimble as units are in starcraft2. Extremely microable.
- unintuitive, unit strengths and weaknesses seem to have little connection to the model
You need to play more in order to make a statement like this as an educated opinion.
- too much rock-paper-scissors (it takes the typical lack of interaction between anti-ground and anti air weapons further : anti-building units won't shoot at units and some anti-unit units won't shoot at buildings, or deal no damage to them)
Not true. You haven't played in a really long time.
- dislike how the supply system works, maybe a balance issue, or just personal preference
That would be personal preference on your end. It works incredibly similar to blizzard style supply requirements and it is really easy to manage.
It would probably be best if these games were critiqued in detail by players who regularly play them, as opposed to haven't played for 6 months but surely nothing has changed. I dunno about the other games, but things in evo tend to usually get sorted out quickly, more or less.