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Kuciwalker
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of Schmooism
Feb 2001 time: 00:33
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Just finished to the tutorial (the game has a very shallow learning curve, at least to control).

While the graphics actually aren't bad, the game didn't feel very different from any other RTS. It has a slightly different-than-normal resource system - you build power plants ("plasma generators") which constantly generate the resource to build buildings (AFAIK - I never looked at the resource req's, because I never had trouble building anything). You also capture these locations that you can build outposts on that give you a resource to requisition units. You have a cap (that you can increase at your HQ) on the number of vehicles and squads. The squad thing is somewhat original, and the main thing I like about the game - it reduces the clickfest-ness inherent to RTS's a lot.
The major disappointment actually was in the graphics department, partly (more just a general combination of pathfinding/graphics/gameplay), that really affected the atmosphere. It seems to exist in almost every 3D RTS - it's the phenomenon where all the units are shooting into one spot, and it just looks horrible. This could be fixes with a few things:
Have the pathfinder AI get the units to move in lines, like they were usually arranged in WH40K.
Make normal bolter shots invisible (and make things like missiles much move visible), maybe with a small % chance of each round being a "tracer" and showing up.
Have units target just in the general vicinity of the target, so they don't all pass near the same point.
Increase range relative to model size.
Slow down the rate of fire and move rate somewhat.
Have units block line-of-site (but have infantry squads arrange themselves so that both lines can shoot if there are multiple lines).
Have melee attacks prevent a unit from fleeing momentarily, so that unts aren't chasing after fleeing units, catching up, meleeing, then chasing again because they had to stop to melee.
Longer time stationary required to fire heavy weapons (and make this apply to the whole squad).
There were a few more, but I've forgotten them right now.
Ultimately, I hope they remove the HP/FP system and actually have dice rolls and slow the game down, even more than it is already. I want to almost be able to play a game of WH40K, not just a random RTS with 40K units.
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General Ludd
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Minion of the Dominion
Aug 2001 time: 05:33
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Have I mentioned how much I love artillery? 
I just beat someone else without even entering their base. I took a capture point outside the perimiter of his base (not without a fight - he almost drove me back, and probably could of if he realized the importance of losing that point) and quickly set up a listening post. While he's in his base turtling up expecting me to continue my attack at any second, I'm building bolter turrets around the point and a machine pit behind them. I then start producing whirlwinds like mad and get them to start bombarding his base as soon as they are ready.
After the shells started hitting, he realised what I was doing and tried to get to the artillery.... only to run into a wall of bolter and missle turrets. His ally came in from the side aswell, but by this point I have about three whirlwinds and the barragement can easily be switched to the side, so they quickly came under a storm of shells and a call for obrital bombardment from my force commander, just for good measure.
So I continued to build whirlwinds and continued to bombard the enemy base. By the time I had 5 whirlwinds laying down a storm of shells all throughout his base he just up and surrendered despite me never actually entering the base and finishing off his defenses, or having two allies that had been more or less un touched at this point. 
People seem to dismiss the artillery units because they have no accuracy, don't really do alot of damage, and are easily destroyed. But they don't appretiate the more subtle effects that they have - disorganization, attrition, and demoralization. Or the value of being able to lay down a storm of fire on a chokepoint to cut off an enemy advance. (really, with 5 whirlwinds bombarding my side flank I don't think they could've even gotten to me in a charge, with all the blasts scattering or knocking down the infantry and breaking up the squads) And, of course, niether do they realize the importance of having artillery ready for defensive counter-artillery measures.
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