I'm saying this as a huge Age of Empires veteran with 1000 hours on the ladder and as someone who has dipped his toes into Blizz RTS. You can immediately see and feel that Frost Giant understands RTS like no other studio does nowadays.
The skeleton of the game is pristine. Time to kill is just about right, a sense of strategic balance is already sufficiently present. The learning curve is also just about right. You can get a good grasp after 2-3 matches. But getting an actual feel about e.g. which fights to take and which fights to avoid takes practice. And when it so happens that you take a bad fight, you might even be able to escape with more than half your army alive! WOW! Of course this doesn't mean that you aren't getting punished. You are. The HP on your units definitely matters. Every little bit of value that you can get out of your units matters. But you don't lose the game outright when you lose a fight. You can either take your time to heal your units, or you can immediately reengage and hope that you will catch your opponent on the wrong foot this time. Your units aren't dead after all, they are just bruised.
And please, let me tell you, the qualiy of life with regards to managing your macro is unbelievable. Like, the ideas here are so simple, yet FG are the first ones to implement it. These seem like such a no-brainer to me. Every RTS (looking at you AoE4) should try to implement these one way or another. I am unironically playing with half my usual APM while still playing at my usual competence level. I am spending much more time thinking rather than clicking. Let me tell you, these changes aren't just for noobs getting into RTS. These are for everyone at every level. Noobs will learn the game much quicker since they can focus on the actual game instead of spending their first 100 hours training muscle memory, and pros will become gods, especially with regards to late game. Please go further into this direction! Give us an "Expansion"-button, that will automatically attempt to build a new base at the closest yet unoccupied resource deposit. Allow as to queue units and buildings even when lacking the resources to build them, so that they get built as soon as the res are available. And give us the option to turn on something I call "Unit Clumping": if you change the rally point of a production building while a unit that has been trained out of it is still on its way to the former rally point, the unit changes its destination to the new rally point, given that it hasn't received a manual command in the meantime.
Ofc, if this was the finished product, I would consider it an out of season April's fool joke. You can barely call it a game. We need just more of everything. More crazy units, more crazy mechanics, more crazy mindblowing animations, just go wild! This is a game after all!
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