Now granted, I've never played a MOBA, or even really watched them, for that matter, so take this with a grain of salt, but this looks closer to a MOBA than an RTS.
29:03 I love your thoughts about 2v2 and map pools in general. Completely agree and I personally never liked the turtle style of 2v2 maps. It just limits the number of options and almost always ends up in macro late game. When I think back to SC:BW 2v2 matches, and let's say0 maps such as Lost Temple, or Fighting Spirit... this is what I'd like to see in battle aces. When all 4 players are separated, it really opens up all sorts of strategies.
I like that circle for the grounded units. I'd love something similar for air where applicable. In the cbt I felt lost as to what beats what without being able to run it in a test. Granted I realize there were some keywords I didn't instantly know were keywords, but I think leaning into that is good.
I agree that balancing through maps is more "organic", but I worry how feasible it is. Like you said with the StarCraft 2v2 maps, if seems like it's an all or nothing approach where either mega turtle is the best strategy, or it's unplayable based on the map. So I guess to keep it more simple, doing unit tweaks for the different modes is the easiest, but there needs to be like a pop-up when you queue for 2v2, 3v3, etc. which gives you a list of units that are different from the "main" mode.
Just a reminder that no matter how much they attempt to balance, move, shift, delete and create units, if there isn't a draft mode for ranked people will get burned out of the RNG pretty fast.
@@mickeyromeo It can be anyone's main game, it doesn't matter. It's a great side game for me because I can slot into my day for 15-30 minutes, and leave perfectly satisfied. I'll probably play it more often (in very short sessions) than whatever "main game" I have.
I really don't like the 2v2 specific changes, I think unit stats are just way too fundamental to be changed for different modes. I'd even prefer unit resource cost adjustments to health/damage/speed. This would make more sense when touching "unit stats" since battle aces is a micro focused game. Being able to quickly gauge what army beats what army at a glance should be a core concept and shouldn't be different within the same patch. It's like how that initial trivia was used to demonstrate the power of the new turret role for anti-air. Ultimately stuff like different maps, deck limitations, etc... would be preferred for balancing different modes.
I wish they would change the stutter-step way that units attack, to be more of a niche. My personal experience has been that the limited number of units that can move and shoot at the same time feel more fun to play with. Also, for most of the units, it just looks unrealistic for them to stop, shoot, then continue moving. I get it, infantry does that, you have to stop to shoot your rifle. But mechanized robots specifically designed to deliver destruction at the cheapest cost should have a means of moving and attacking at the same time. They can balance out and diversify the attack patterns by : - making some units move slower by some %, when attacking - having to reload after a few shots, unless idling for a time without attacking or sth - giving an attack cone and an adjusted turn rate - etc I know it's gonna piss off some hardcore "in want to stutter-step EVERY UNIT IN THIS GAME" gamers, but this game is so innovative and fun compared to all other current rts games, that I hope they go the fun route instead of the boring "as everybody else" route.
The general thing that i dont like in attack moving unit is that you cant really disengage them, since stutersteping is always slower than just moving. I think there is a place to make attack moving unit that have a "stance" where they can shoot, but move slower
Would never work as firing on the move would completely outclass melee units or would just be the worse choice compared to overcharge if their move speed was slowed.
Battle Aces is the true next-gen RTS, unlike the other big name RTS that that got released very recently... Btw thats a great King Crab impression at 17:05 :D
It feels like the workers are really frail in this game. Considering you can't move them, it'd be nice for them to have more health, or maybe even scaling health depending on your total tech progress. Watching a single king crab dispatch all those workers in game 5 feels bad.
i like this rts kind of game if you wanna focus more on combat and duels rather then building and rescource battles this is just plain and simple gameplay and i like it
All pro SC2 players switching to this game should change their names to reflect the dorkier dumb names. Clem >> Clam. Parting >> Farting. Reynor >> Geylor. Serral >> Scare-Al
All pro SC2 players switching to this game should change their names to reflect the dorkier dumb names. Clem >> Clam. Parting >> Farting. Trigger >> Ligger. Reynor >> Geylor. Serral >> Scare-Al
5:18: That was painful 😬 6:15: "forgot to consider the Mortars" 😂 Yeah, that makes a difference ;p Not a fan of the Behemoths though; not enough single-target. 6:43: This is where they lost. Walking all the Mortars right into the enemy's face is such an obvious mis-step🤦♂ All they had to do was a bit of leap-frog. 9:56: Needed a bit of stutter-step on the Destroyers to keep them alive one more shot. Didn't even matter though. Losing the army was losing the war. 13:04: Brooo, why would you send the Crabs into Destroyer range!? Didn't even target the Scorps onto the Destroyers... Crabs did not need to die for this 😭 That was a brutal "That's not how you one-base cheese, THIS is how you cheese." 16:30: Yeah, I don't care what tech he has, it ain't reversing the loss of all his bases... 16:50: That's way too many Destroyers. You don't need more than a few to kill the big guys. What you need is enough other units to protect them. 21:26: This was a big mistake. He could have taken out the Falcs and maybe saved the base if he'd moved the homeboys up and recalled they away team.
5:30: Talk about a drag-out fight! That poor Destroyer got totally cock-blocked at the start. 7:00: HOLY DAMAGE!! 10:30: This is beautiful micro - blinking forward right as the Bombs arrive, so not only do they suddenly have a direct path but the enemy is blocked in with them
9:45: Immediate response to seeing that Mortar should be to raid his other bases, not retreat home. You can't fight Mortars with Gunbots. 11:15: Unless of course they're dumb enough to have pure Mortar and all unsieged 😂 17:40: I never understand why people move a whole army back and forth between bases vs Recall. Just split half to each, attack with one and go in with the other when they Recall 🤷♂ 30:00: **Gets totally destroyed** "It's good vs everything" ;p
i think this game is going to be bigger than competitive SC2, a lot more people will watch this, especially after this you wont be sitting trough 30 minute+ sc2 games... they need more units, more micro potential and its in the bag
Dude, Battle Aces is footmen frenzy as a standalone game! I really like the idea because I loved the micro and units of SC2, but I never liked how tedious unit construction and worker management was. Will definitely keep this on my list as it opens up to more players.
I did not get to play a lot of this game in the beta, and I see Trigger selecting most or all units on screen without boxing and without selecting all units.. Is there a shortcut I missed for that?