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Re:In defense of hard counters in real time strategy games by munk-a on Tuesday July 27, 2021 @07:46PM (#27978926)
I am so disappointed this article didn't even touch on AoE2 - it has a pretty amazingly well tuned approach to this problem with extremely finely targeted (except back when camels were technically boats cough) bonus damage system. To compare it to SC2 is hilarious - SC2 has more hard counter systems than most games (both visibility and flight are common uncounterable attributes) and yet for all that countering tends just to be a question of how much and how wide the splash damage is when attacking tightly packed formations. High level SC2 eschews huge portions of the roster since they're essentially irrelevant - AOE2 definitely has strong preferences but most of those units get to see action pretty regularly... except the siege tower.
Re:In defense of hard counters in real time strategy games by Synaesthesia on Wednesday July 28, 2021 @01:21AM (#27980498)
High end SC2 is really awesome to watch these days, most units get made and there are a lot of strategies available to either side. The balance team has done a great job making sure every unit has a role and is used.