Something in City of Villains has me reminiscing lately about something that I had a lot of fun with, quite a few years ago.
The Casablanca of computer games, the game that everybody knows every line of dialog from, is Blizzard's 1998 science fiction real time strategy game StarCraft. Like everybody else, I loved it, and still think it's probably the best designed, best-written computer game ever. And it was one of the first games to include, in the package price, unlimited play against other players over the Internet, through Blizzard's now-infamous (for out of control cheating) Battle.Net. But as much as I loved the game, I pretty much had to give up playing against other players after a couple of tries. Nobody would ever finish a game against me.
See, here's the deal: a real time strategy game is (normally) one where you start out with a tiny, almost completely defenseless force and a chunk of land with some resources; the other players start out with the same or the equivalent somewhere on the other side of the map. Your objective is to build up your economy, and your technology, to the point where you can sustain the army that goes over there and kicks their backside, while they race to do the same thing to you. There's a theoretical upper limit to the size of the armada you can produce, but there's a lot of variation within that, in the mix of units. But when most people play against each other, it never gets anywhere near that limit. Instead, what they do is what's called the "grunt rush," or specific to StarCraft, the "zergling rush." How that works is that you race to produce a single squad of maybe half a dozen or 8 of the weakest combat units in the game, completely un-upgraded in technology, and race them towards the other guy's resource gatherers. If you get there before he gets his 6 to 8 guys done and wreck his camp, the game is over. Usually one side successfully grunt rushes the other in about 20 minutes to half an hour.
I think that's no fun. And ironically, it also turns out not to be an inevitable feature of the game. In the same time that it takes to build a grunt rush, I can usually build, say, 3 guys and a couple of hardened passive defenses around my town. They won't do anything to him, but they run a pretty good chance of slaughtering his grunt rush. That leaves me having spent fewer resources up front, and having concentrated more on advancing the tech tree and the economy, which gives me a slight edge in the race from there to a full-sized armada. And what I discovered was that without a single exception any time that I tried, if I survived the grunt rush, the other player would deliberately crash the game, force the software client on his end to quit or disconnect, forcing a draw. I managed to find enough of them in online chat later to ask what that was all about, and it wasn't about their fear that I might win. It was because to play the game that I wanted to play it might take 2 or 3 hours. And by restricting the game to just grunt rushes, they could play 6 matches in that amount of time.
Yeah, but what they would never get to see doing that was what I thought was the most beautiful thing in the whole game: two fleets of 12 fully-upgraded Terran Battlecruisers, each followed by a 6-fighter squad of fully upgraded Wraith stealth interceptor escorts and with its own up-armored Science Vessel in low orbit overhead to provide long-range scanners. That was one of the configurations possible within the limit, with enough units left behind to provide basic defense around my base. And what was so beautiful about that was that it was slow, stately, and utterly relentless. There were only a few enemy configurations that could challenge it. It might take me 3 hours to get that fleet assembled, but once I did, I could just slowly and steadily advance it across the map, watching everything try fruitlessly to dent even one or two of those immense battlecruisers before getting completely demolished. If you knew it was going to be coming, there were configurations of units you could build that could swat it from the sky. But otherwise, it was a dauntless, dread-nought, unstoppable steamroller of remorseless mechanical beauty, every bit worth the wait.
And I thought of that a week or two ago when I realized why I keep going back to my (currently almost level 46) namesake character, the Infamous Brad, a roboticist mastermind with force fields, invisibility, and flight on the Virtue (unofficial roleplaying) server. Other people hate teaming with guys like me. We clutter up the fight with metric tons of clanking steel. And worse, it takes me about 90 seconds of setup time at the beginning of every mission before I can take one step or fire one shot, which is long even by mastermind standards. But once I get all six droids unpacked (3 monkey-sized battle drones with pulse laser fists, 2 protector bots that cast their own shields and repair other droids and throw stun grenades, and 1 immense plasma-cannon and flame-thrower equipped and multi-rocket launcher wearing assault bot), then reinforce them with two upgrades and three additional layers of force fields each, then protect myself with stealth and another layer of force field? I am, for the next five minutes, an almost completely unstoppable force of nature. Almost nothing heroic or villainous that is within 5 levels of me can do more than barely scratch one of the weakest drones. And the droids lay down so many overlapping fields of fire that everything in their way just withers. Then, 5 minutes later, I have to come to a complete stop and take another 20 or so seconds to recharge all of their force fields, while my whole team gets annoyed and (usually) goes ahead without me ... only to find out how much slower less safely things are going without that steamroller backing them up, until I catch up.
There are other archetypes and power combinations in City of Villains, each with its own "feel" to it, from the strategic planning followed by intense bursts of action you get from playing most stalker configurations, to the jump right in and whale on things all day feel of playing most brute designs, especially ones with the "invulnerability" defense, to the semi-suicidal do-or-die attitude of most successful dominators, to the constant ebb and flow of offense versus defense in many of the corrupter configurations and quite a few of the mastermind ones. But nothing I've tried yet, on either the hero side or the villain side, recaptures that glorious feeling of guiding stately fleets of battlecruisers in a slow moving dance of relentless destruction like my 'bots with their force fields do. (And when I'm up against an NPC faction that uses their own giant robots or battle mechs, like the police or the Council or the Malta Group, I've been known to yell as I tell my droids to initiate combat, "Oh, yeah! Red hot droid-on-droid action!" Giant mech battles for the win.)
I do wish I had more friends who played, even if only to chat online with while playing. And for those of you who do play, my global chat handle is still @InfamousBrad.
The Casablanca of computer games, the game that everybody knows every line of dialog from, is Blizzard's 1998 science fiction real time strategy game StarCraft. Like everybody else, I loved it, and still think it's probably the best designed, best-written computer game ever. And it was one of the first games to include, in the package price, unlimited play against other players over the Internet, through Blizzard's now-infamous (for out of control cheating) Battle.Net. But as much as I loved the game, I pretty much had to give up playing against other players after a couple of tries. Nobody would ever finish a game against me.
See, here's the deal: a real time strategy game is (normally) one where you start out with a tiny, almost completely defenseless force and a chunk of land with some resources; the other players start out with the same or the equivalent somewhere on the other side of the map. Your objective is to build up your economy, and your technology, to the point where you can sustain the army that goes over there and kicks their backside, while they race to do the same thing to you. There's a theoretical upper limit to the size of the armada you can produce, but there's a lot of variation within that, in the mix of units. But when most people play against each other, it never gets anywhere near that limit. Instead, what they do is what's called the "grunt rush," or specific to StarCraft, the "zergling rush." How that works is that you race to produce a single squad of maybe half a dozen or 8 of the weakest combat units in the game, completely un-upgraded in technology, and race them towards the other guy's resource gatherers. If you get there before he gets his 6 to 8 guys done and wreck his camp, the game is over. Usually one side successfully grunt rushes the other in about 20 minutes to half an hour.
I think that's no fun. And ironically, it also turns out not to be an inevitable feature of the game. In the same time that it takes to build a grunt rush, I can usually build, say, 3 guys and a couple of hardened passive defenses around my town. They won't do anything to him, but they run a pretty good chance of slaughtering his grunt rush. That leaves me having spent fewer resources up front, and having concentrated more on advancing the tech tree and the economy, which gives me a slight edge in the race from there to a full-sized armada. And what I discovered was that without a single exception any time that I tried, if I survived the grunt rush, the other player would deliberately crash the game, force the software client on his end to quit or disconnect, forcing a draw. I managed to find enough of them in online chat later to ask what that was all about, and it wasn't about their fear that I might win. It was because to play the game that I wanted to play it might take 2 or 3 hours. And by restricting the game to just grunt rushes, they could play 6 matches in that amount of time.
Yeah, but what they would never get to see doing that was what I thought was the most beautiful thing in the whole game: two fleets of 12 fully-upgraded Terran Battlecruisers, each followed by a 6-fighter squad of fully upgraded Wraith stealth interceptor escorts and with its own up-armored Science Vessel in low orbit overhead to provide long-range scanners. That was one of the configurations possible within the limit, with enough units left behind to provide basic defense around my base. And what was so beautiful about that was that it was slow, stately, and utterly relentless. There were only a few enemy configurations that could challenge it. It might take me 3 hours to get that fleet assembled, but once I did, I could just slowly and steadily advance it across the map, watching everything try fruitlessly to dent even one or two of those immense battlecruisers before getting completely demolished. If you knew it was going to be coming, there were configurations of units you could build that could swat it from the sky. But otherwise, it was a dauntless, dread-nought, unstoppable steamroller of remorseless mechanical beauty, every bit worth the wait.
And I thought of that a week or two ago when I realized why I keep going back to my (currently almost level 46) namesake character, the Infamous Brad, a roboticist mastermind with force fields, invisibility, and flight on the Virtue (unofficial roleplaying) server. Other people hate teaming with guys like me. We clutter up the fight with metric tons of clanking steel. And worse, it takes me about 90 seconds of setup time at the beginning of every mission before I can take one step or fire one shot, which is long even by mastermind standards. But once I get all six droids unpacked (3 monkey-sized battle drones with pulse laser fists, 2 protector bots that cast their own shields and repair other droids and throw stun grenades, and 1 immense plasma-cannon and flame-thrower equipped and multi-rocket launcher wearing assault bot), then reinforce them with two upgrades and three additional layers of force fields each, then protect myself with stealth and another layer of force field? I am, for the next five minutes, an almost completely unstoppable force of nature. Almost nothing heroic or villainous that is within 5 levels of me can do more than barely scratch one of the weakest drones. And the droids lay down so many overlapping fields of fire that everything in their way just withers. Then, 5 minutes later, I have to come to a complete stop and take another 20 or so seconds to recharge all of their force fields, while my whole team gets annoyed and (usually) goes ahead without me ... only to find out how much slower less safely things are going without that steamroller backing them up, until I catch up.
There are other archetypes and power combinations in City of Villains, each with its own "feel" to it, from the strategic planning followed by intense bursts of action you get from playing most stalker configurations, to the jump right in and whale on things all day feel of playing most brute designs, especially ones with the "invulnerability" defense, to the semi-suicidal do-or-die attitude of most successful dominators, to the constant ebb and flow of offense versus defense in many of the corrupter configurations and quite a few of the mastermind ones. But nothing I've tried yet, on either the hero side or the villain side, recaptures that glorious feeling of guiding stately fleets of battlecruisers in a slow moving dance of relentless destruction like my 'bots with their force fields do. (And when I'm up against an NPC faction that uses their own giant robots or battle mechs, like the police or the Council or the Malta Group, I've been known to yell as I tell my droids to initiate combat, "Oh, yeah! Red hot droid-on-droid action!" Giant mech battles for the win.)
I do wish I had more friends who played, even if only to chat online with while playing. And for those of you who do play, my global chat handle is still @InfamousBrad.
- Mood:
sleepy


Comments
Then I checked the latest Order of the Stick comic, and it struck a chord.
Depending on who you're fighting, you'll either end up with again, slow and stately Battlecruiser groups, or (taking about as long to build up properly) the nuclear inferno strike, or (a personal fav of mine) carrier fleets, or (one friend's signature move) the dreaded "How many ultralisks?" swarm.
Regarding the last one, we think massive swarms of Zerglings might work better, but you know, it's just not as fun as "24 unstoppable Zerg death machines come into the bar, and Lock The Door." approach.
There is something just wonderful about setting up a nice and complex attack plan, and seeing it unfold, it's a work of art in its own way. I honestly can not understand why the 'grunt rush' players even play the game, I utterly fail to see where their enjoyment comes from.
It's worse in the Brood War ladders, the entire mid-range of the ladder is nothing but Dark Templer rushes. The low end has people that do other stuff, and the top end has some real players, but it's apparently a long and not very rewarding struggle to get to the point where your past the 'rushing bulk'. Best defense against that one I've found, BTW, is to play Zerg, and introduce them to some sunken colonies and an Overlord.
Sigh, I miss playing that game, even if I was the person that generally got wiped out by everyone else. I just don't multi-task well enough.
For myself, I'm most fond of the Protoss, though generally do best when I'm unleashing a Zerg Swarm on people.
And I have to say, your CoH character does sound like exactly my kind of fun. :)
-- Brett, who needs to spawn more Overlords.
Incidentally, a friend of mine once had a plan for a 10-minute Battlecruiser rush. Not quite the three-control-group horde that Brad describes, but more than enough to crush most opposing armies who hadn't specifically prepared for that.
Both together is even more fun - and often more manageable, since there's a strict limit as to how fast you can harvest Vespene, but minerals can generally be pulled down much faster. It also helps deal with some of the defense types that can take down one or the other.
(Still does exactly squat against air support, though. :)
You do remind me of the way I used to play Diablo II: Playing a Druid, I'd put all my points into the summoning tree. I'd run around with five ravens, five wolves, a worm, and whatever else I could create. It was the only way I could happily play with the hideous dialup connection I had back then (since the animals did the killing for me), and it drove other players absolutely bugfuck insane because when I came close enough to be on their screen, there was about three seconds of pure lag while all my summons rendered.
Good times, good times.
(a maximum sized fleet of Protoss carriers was my favorite end-game weapon)
Good times, good times.
- Brett *chang* ... *chang* ... *changchangchangchangchang... *
1. Build and upgrade a bunch of zealots.
2. Build some templars, get them the crystal and hallucinate upgrades.
3. Build one or two reavers.
4. Build a couple of carriers. How many depended on resource and unit limits, but not many.
5. Hallucinate the carriers. Two casts per templar, two hallucinations per cast, so even with five or six you could get two apparently-full fleets of carriers.
6. Send the carriers (fake and real) after the enemy's subsidiary base. (At this point in the game there must be one.) Ignore this group from now on.
7. Send the zealots and the reavers around the map in the other direction towards the main base. Reavers take out emplaced defenses, zealots rush in after resource collectors and critical buildings.
On the occasions I did this, it worked beautifully. My opponent saw the carriers moving in, thought it was Armageddon Time, and threw everything at them. And usually about the time he realized he was blowing up illusionary units, the real units were killing the mostly-undefended resource collectors and burning down important buildings in his base.
I loved doing that. And it shouldn't have worked, because there are abilities that instantly destroy illusions. But a lot of players don't invest in those units, and a lot don't realize the incoming fleet is illusionary until they start blowing up too easily and with the wrong explosion graphic. And then most people got caught with an uncomfortable choice - ignore the carriers and send people back to fight off the zealots and reavers (getting peppered with fighters shots all the way), fight the carriers and then try to clean up (hope you have a lot of stored resources), or split their forces (which is the best option, but the most irritating one).
Usually I got killed before the endgame, though. Unlike Brad, I wasn't good at stopping rushes.
Most rushers sick their guys on your resource gatherers and then start watching elsewhere on the map. If their zerglings are chasing your resource gatherers around the base even one or two marines or zealots can take them all out easily.
I've seen just about any kind of MM works well with Darkness. I've got a Thugs/Dark MM who's just as much of a romper-stomper without as much setup.
@Rick J'onzz (usually on victory)
I usually play a scrapper--I can afford to /bind g "target_enemy_near$$follow" to lock on and just mash my attack chain. It's not complicated, but it can be done at 2 or fewer FPS.
Unless you have a suggestion as to how to optimize my bandwidth/performance?
In StarCraft, I was a great fan of building four or more nuclear silos, at least in the solo campaigns, and just methodically wiping my enemies off the map. A group of 12 upgraded Carriers was a similar feeling of stately inexorability, which I loved. If I'm ever fighting you, watch out for my Arbiters...
@DreamKing
As for performance in CoH/CoV, in addition to turning the basic graphics setting all the way down, they recommend going into advanced settings and turning advanced physics off and particles way, way down, almost all the way down. If that doesn't do it,then the only real option is to throw more hardware at it. I run on an AMD Athlon 3200+, 2 GB of RAM, and a 256 MB Nvidia 6600GT and I do okay at near-medium settings. My budget is tight, but I'm looking longingly at a 512 MB Nvidia 7600GS that's on sale at NewEgg.com for under $100 with rebate.
Uh, yikes. Did you ever play Total Annihilation?
As RTSs go, StarCraft was always a cheap knockoff with a bad interface, horribly limited unit AI, and a great many units that really served no purpose since they were utterly uncompetitive and using them guaranteed you'd lose. That's not the makings of a great game.
There isn't anything quite invulnerable in TA, but my favourite tactic was to build some Krogoths (Core megaunits), and then set a large number of aircraft to "guard" them. This increases the Krogoth's targeting range, especially if some of the aircraft are radar-equipped, and means they can unleash everything they have at any target that dares to get close. For extra fun, you can also guard the Krogoth with ground units, like some of the long-range mobile rocket launchers (Dominators). This combination can waltz through vast numbers of enemy units and defenses ... and it's just fun to build a really giant robot anyway.
I would get like 20 advanced construction aircraft on one air factory and pump these guys out. The great thing about them is that once you destroy their army with them cleaning up the other units and base is a breeze.
Yeah, eventually the computer would catch onto that and start building the appropriate unit to counter it.
Now that I recall, the best way to use that strategy was to build lots of ground units for defense and not use any Brawlers until I had a massive amount of them. Then when your force is ready you bring out the unexpected surprise. The TA bait with strategy and switch.
I remember a few games that were tougher then others when using brawlers and I remember trying to use small groups of brawlers throughout the mission instead of at the very end.
It's not exactly a COMPLICATED map to play on, but it's relaxing.
(The big secret is that on the second level of hills behind the "front", put a LINE of the giant artillery pieces set to autofire on anything they detect, and surround them with anti-aircraft guns. That will stop almost anything on the ground, and it's GREAT fun to watch.)
With how crazy it is to play Starcraft in BGH, I can’t imagine what it would be like on TA. That sounds like crazy fun. The heavy artillery was always a great answer to the computers flooding. Getting a row of them with a radar and you will stop the advance dead in its tracks. The Supcom artillery T2 doesn’t seem to be as effective as its predecessor TA artillery (although I last played Cybran though and they seem underpowered).
Yeah, that sounds like a lot of fun. I'll have to check that out. (Or maybe they will make a SupCom map like that.
Starcraft is an exercise in speed-clicking and micromanagement, where the person who times their new requests to come in just as the artificially limited previous request queue ends will win. TA rewarded actual strategy.
It's the difference between a general needing to give individual orders to every single troop in every single platoon in a battle, versus a general telling the troops in advance what to do if they encounter certain situations and leaving the lieutenants to make the grunts go where they need to in detail.
What I really liked about Starcraft were the three mostly balanced factions and most especially the single player campaign and storyline. I've yet to play another RTS that had me so immersed that I couldn't wait to finish the level just to find out what happened next.
As for Total Annhiliation, I did install and play it once but nothing seemed intuitive to me, the units all looked way too similar, and if the story didn't hook me in at all.
People I trust swear up and down that TA was an awesome game and I believe them but it certainly wasn't very much fun for me.
With my fandom out of the way, now more rational thoughts can prevail.
Supreme Commander is a recently released RTS, the spiritual sequel to Total Annihilation. It is...not at all the best-written PC game of all time. However! It is a fantastic game for other reasons. Brief list of "Ways It's Not Like Starcraft And Therefore Is Good*":
1) You start every game with a Commander, a unit that can build factories and such, but is tougher than any unit that the tech tree will let you build for a long while, so rushing qua rushing is impossible.
2) This is made doubly true if you build up your base defenses, which you should, because defense is just as important (and entertaining) as your offensive capabilities. Point Defense guns, AA guns, overlapping fields of fire, picket and scout units running patrols, radar (and sonar, and torpedo launchers), big glowy shields...fun times.
3) Resources are collected continuously, and factories can be queued to build continuously. This combines to replace your concern with clicking fast with concern over what mix of units you plan on deploying.
4) All units are giant robots, even the small ones, even the ones that fly and float. The Commander is the giantest and robotest giant robot of all (almost).
5) Speaking of which, it's all big. Units are pumped out by the dozen continuously, to join battles that range across vast swathes of land (the biggest maps are 6,400 square kilometers). The highest-end units include flying battleships, submersible aircraft carriers, enormous spider-bots with strategic-grade lasers welded to their backs, even bigger giant mechs...
Anyway, yeah. It might be worth cautiously checking out. Having played it, it seems like it should be directly up your alley.
- Nick
brightinstrument.blogspot.com
ANYTIME you preach the virtues of Supreme Commander you must always include praise for the Strategic Zoom (the feature that lets you zoom from all the way into the smallest unit and all the way out to see the entire map)!
A close second is being able to run the game in dual monitor mode with my 24inch widescreen focused on the base or battle and my 21inch CRT as a HUGE replacement for my mini-map.
Best game features ever! :D
Oh and SC (err supcom) has WAY better nukes then StarCraft, talk about eye candy!
The funny thing about that game is I usually kill the enemy hero halfway through, because his dumb ass keeps coming up to convert my mines, and eventually runs into a group of my badass dudes that I'm saving up. Meanwhile, I don't have to endanger my own hero because I have other units that can convert buildings. On the other hand, this means my hero hardly ever gets to kill anything, because he sits in a tower all through the game, except when I have to send him out to pick up the enemy's hero's treasure chest, or to get quests and stuff. So most of the game actually ends up involving converting mines back & forth. Methinks I need to play against actual humans and see how fast I die. :P
As for your style, I would be totally with you on that one. I don't need to rush through. I'd much rather be fully upgraded and annihilate than rush from place to place. Possibly other masterminds would be more understanding.
My most advanced MM is in his mid 20s, Ninja/Traps with Invisibility power pool as well. It takes a LOT of setup time, and that's without the traps (I have an unusual style that relies heavily on Stealth/Superspeed in PvE and drops traps in the middle of groups and lets all hell break loose, although in a controlled way). Plus I didn't take Stamina (did you?), so I'm usually tapped and have to rest. I may have to spec into it when I get the Oni. We'll see.
Robotics: Battle Drones (3 acc, 3 dmg); Equip Robot (rech, 3 endred); Protector Bots (2 acc, 2 def, endred, heal); Repair (3 rech); Assault Bot (2 acc, 3 dmg, endred); Upgrade Robot (endred, 3 rech)
Force Field: Force Bolt (3 acc); Deflection Shield (endred, 3 def); Insulation Shield (endred, 3 def); Dispersion Bubble (3 endred, 3 def); Personal Force Field (3 def); Force Bubble (3 endred)
Inherent: Sprint (endred); Rest (rech)
Concealment: Stealth (endred, def); Invisibility (endred)
Flight: Hover (3 flyspd, 2 def); Fly (endred)
Fitness: Swift (2 flyspd); Health (3 heal); Stamina (3 endmod)
Leadership: Assault (3 endred); Tactics (3 endred, 2 accbuff)
Mace Mastery: Scorpion Shield (2 endred, 2 def)
Look at all those Endurance Reducers and Defense enhancers. Can you tell that I really, really hate running out of endurance? And that my favorite form of damage mitigation is "you can't hit me"?
I'm arguing with myself about keeping Force Bubble, which is nice, but situational and it feels like I hardly use it enough to justify it; maybe swap in Phase Shift as a backup "oh shit" button for when PFF isn't recharged. instead. I can probably get at least one slot back out of Equip. Once I get Tactics fully tricked out, I'll probably switch the 3rd slot in Force Bolt to recharge reduction. And I'm having a serious argument with myself about that last slot in Protector Bots, whether it should stay Heal, add another Defense, or very possibly switch to Increase Disorientation. And I'm leaning hard towards taking Web Envelope and Web Cocoon under Mace Mastery for my last two powers at 47 and 49.
No Maneuvers? I'm considering it, but then, you have Protector Bots, and I don't, and I need all the defense I can get for my ninjas.
And Force Bubble, hm. I like the idea, but I've never played with it. Masterminds have the unusual advantage of bodyguard mode and would better be able to handle the aggro it generates, since incoming damage would spread to your minions, who'd then start tearing into your foes.
But then, I tend to like repels for positioning and sweeping (I love TK on my Mind Contoller -- when you clean sweep, it's just amazing), but I don't know how easy/hard that would be to accomplish with FB.
The need to synergize with the Ninjas' defense is why I went Force Field on my ninja mastermind, especially, again, once I saw City of Data. Genin's +Def(All) is 7.47%, unslottable. Once you hit level 18 and they drop one level from you, that's not even enough to make up for the one level drop. The Oni's +Def(All) is the same, but at least it gets the +1 level differential and has 27.39% lethal/smashing resist and 52.29% fire resist. The Jounin have a slightly better +Def(All), but even theirs is only 14.94%, which is still pretty mediocre.
Compare that with the force field setup above: roughly 40% +Def(All), even before the Protector Bots generate any shields of their own. You combine that with the Ninjas' own +Def and you're getting somewhere.
Of course, all of this is before we see the numbers for Issue 9's Invention Origin matching-set bonuses, at least some of which look like they'll be able to give mastermind pets a +Def(All) bonus as well if you get all 6 of them.
Oh, and back to endurance issues? That blue bar is a lot less happy than you'd think. I had to slot in 3-slotted Stamina plus 26 endurance reduction modifiers (and rising) just to be able to recharge the shields on all 6 bots plus all 7 members of my team without having to drop all of my own shields to do it. Until I did that, it was taking me twice as long to recharge the shields. And even with all of that, I'm still pretty limited. For example, if I lose all the bots and have to resummon and rebuff them, I have to drop almost all of my own shields to do it or I'll run out of endurance and crash all the shields. So it's still not really an optimal build.
It's one of the design...flaws... in the game that hasn't really been corrected yet.
I think Starcraft will remain one of the best games of all time, at least on my list. What Chess is to board games, Starcraft has to be the equivalent to in RTS/PC games. There was one other feature in Starcraft worth mentioning, and that’s the campaign editor. It provided the community ways to extend the playability of the game by allowing people to create their own scenarios, campaigns and multiplayer maps.
If you like waging war with massive amounts of forces, you should definitely check out the Total Annihilation or Supreme Commander games. They are both known well for a play style that lets you pit massive amounts of forces at each other (I think you can set SupCom’s unit cap to 1000!?)
Also I think my friend could beat you. :)
Of all my friends that played starcraft I was known for being really good at the campaign editor, but one of my friends was the master at beating other players in standard games. I think we all went through the phases of turtle (noob), rusher, and then building up giant forces (BC or Carriers) but he seemed to advance to a whole other level.
He started using the flood strategy way before anyone else ever picked it up. Basically it was all Dragoons with a mix of zealots, DTs and templar. By the time he had his force up and coming to his opponents base the other players would just be starting to grow their BC party.
As great as six to a dozen Carriers or BC’s are in battle, they just don’t compare to a screen full of Dragoons. Add in a few Psi Storms and they drop like flies. This, of course, works best on the open maps. Even when obstacles were in the way of his ground forces he would make things pretty nasty by recalling his ground forces into the middle of peoples bases (making it in courtesy of hallucination of the arbiter). At that point it doesn’t matter if the arbiter dies because the damage is done.
The only thing that could stop that kind of forces was a lot of siege tanks, but I am talking about MASSIVE amounts of them because it was not uncommon for his ground forces to stretch from one side of the map to the other as they traveled in a line to his enemies base. Mmmm... Good memories.
As mentioned above, you should also check out some of those Korean replays. Some of those peoples multitasking skills are unbelievable.
I'm a CoH/V player too. My main is a Tanker but my second favorite character is Andrea Homeosynth, a Robotics/Traps MM. It's the only female toon I have. Once I got the idea to play a Girl Genius inspired character, I had to stat her up. Heh.
All my characters are on Virtue. I'm @Meander.