Things I love about Spring
Posted: 16 Feb 2006, 20:49
Some people think I'm too negative so here's a list of all the things I like about Spring. :)
The multiplayer client is clean and simple to use. There's no silly win/loss or ranking system that you have to worry about. In Phoenix Worx, GBL and Boneyards you used to see people avoiding playing the pros, and hunting newbies to get better ranks. It was such a contrived system. Here you simply have a rough guide to tell you if someone has a decent amount of experience and no stupid e-penis stats to brag about. If you're a good player then your peers and the demo watching public will know - having some token symbol by your nick is pointless.
The configurable settings in the battleroom (and in game) give you alot of control over where each player is started on the map, and who's on what team. Gets rid of alot of the confusion you get in TA.
Maps are downloadable through the client (from lightening fast severs). In TA very few third party maps got any play. Which meant the same 10 Cavedog maps got played day in day out. Every now and then a new map might get popular and you'd get this really fresh period where the pros worked out the best techniques before it all got stale again. With Spring this is constantly happening instead of in rare occasions as was with TA.
Mods are accessible through the client and are played by plenty of people. UH saw a tiny bit of multiplayer play at one stage but other than that nobody every played TA mods online. This is a real improvement.
Now, onto the actual game. I've been playing Absolute Annihilation (I'll have to have more time with XTA before I know what the hell I'm doing).
The missle towers are gone but LLT's and HLT's have been nicely upgraded to compensate. The balance is pretty good though. They don't have TOO much armour.
The new artillery units (both lv1 and lv2) are a godsend. Now that the HLT's are so punchy a few of them at a choke point (with lots of wreckage) make it horribly difficult to get through with lv1 tanks. But the artillery means that everybody still has to keep a good balance of offense/defence rather than just porcing. And you don't have to spend 1500 metal on a Punisher/Guardian every time you want to grab a bit of territory on a heavily defended front line.
Assisted building with construction units is so much smoother than TA. Getting con vehs to guard a factory is a breeze, they don't get in the way, you don't have to wall them in with Solars and DT's. And assist building rows of fusions and MMM's works wonderfully. In TA the assisting construction units would stand on the construction sites of everything you were trying to build. Now they're actually aware they're in the way and move. Genius! You can tell 10 construction vehicles to guard construction of a Big Bertha and not be bombarded with 50 million "Construction Vehicle Can't Get There!" messages. For that I am truly grateful.
Advancement up the tech tree is smoother (if you build a con veh lab, you can go straight to advanced kbots). Your Commander can build air defence. And crucially the advanced tanks and kbots are actually worth building now.
Having things like lv1 amphibious tanks and lv1 gunships gives you alot more tactical options at the early game stage. I'm not sure how effective these units are yet but they're certainly interesting.
I'd have more but I haven't been playing very long. I'm off for a game to rectify that situation.
The multiplayer client is clean and simple to use. There's no silly win/loss or ranking system that you have to worry about. In Phoenix Worx, GBL and Boneyards you used to see people avoiding playing the pros, and hunting newbies to get better ranks. It was such a contrived system. Here you simply have a rough guide to tell you if someone has a decent amount of experience and no stupid e-penis stats to brag about. If you're a good player then your peers and the demo watching public will know - having some token symbol by your nick is pointless.
The configurable settings in the battleroom (and in game) give you alot of control over where each player is started on the map, and who's on what team. Gets rid of alot of the confusion you get in TA.
Maps are downloadable through the client (from lightening fast severs). In TA very few third party maps got any play. Which meant the same 10 Cavedog maps got played day in day out. Every now and then a new map might get popular and you'd get this really fresh period where the pros worked out the best techniques before it all got stale again. With Spring this is constantly happening instead of in rare occasions as was with TA.
Mods are accessible through the client and are played by plenty of people. UH saw a tiny bit of multiplayer play at one stage but other than that nobody every played TA mods online. This is a real improvement.
Now, onto the actual game. I've been playing Absolute Annihilation (I'll have to have more time with XTA before I know what the hell I'm doing).
The missle towers are gone but LLT's and HLT's have been nicely upgraded to compensate. The balance is pretty good though. They don't have TOO much armour.
The new artillery units (both lv1 and lv2) are a godsend. Now that the HLT's are so punchy a few of them at a choke point (with lots of wreckage) make it horribly difficult to get through with lv1 tanks. But the artillery means that everybody still has to keep a good balance of offense/defence rather than just porcing. And you don't have to spend 1500 metal on a Punisher/Guardian every time you want to grab a bit of territory on a heavily defended front line.
Assisted building with construction units is so much smoother than TA. Getting con vehs to guard a factory is a breeze, they don't get in the way, you don't have to wall them in with Solars and DT's. And assist building rows of fusions and MMM's works wonderfully. In TA the assisting construction units would stand on the construction sites of everything you were trying to build. Now they're actually aware they're in the way and move. Genius! You can tell 10 construction vehicles to guard construction of a Big Bertha and not be bombarded with 50 million "Construction Vehicle Can't Get There!" messages. For that I am truly grateful.
Advancement up the tech tree is smoother (if you build a con veh lab, you can go straight to advanced kbots). Your Commander can build air defence. And crucially the advanced tanks and kbots are actually worth building now.
Having things like lv1 amphibious tanks and lv1 gunships gives you alot more tactical options at the early game stage. I'm not sure how effective these units are yet but they're certainly interesting.
I'd have more but I haven't been playing very long. I'm off for a game to rectify that situation.