By using this site, you agree to our Privacy Policy and our Terms of Use. Close

So far I'm hearing a mix of good and bad things going on from folks testing the Tempest Rising artist.


The good:

FMX sequence for the demo mission feels spot on with C&C vibes

Music is great

Unit designs looking crisp and atmosphere

The bad:

UI is not properly telegraphing to players like UI in C&C Tib Wars/RA3 nailed down 15 years ago.

No building rotation (which means players building a harvester above their base are screwed for getting resources faster compared to someone at the bottom of the map building theirs below their base).

Mouse acceleration.

Unit delay from command input.

Units clumping too tightly together.

Very strange and early "building complete" voice line, before the building is fully finished building.

FMV cutscenes having a lip sync issue (though I feel like this is trying to emulate long distance transmission issues like with real world communication issues, or just like old C&C FMV's).

One anti armoured unit being able to easily rip down base defences from afar and the turrets can do nothing against it.

Low income for general economy (750 creds per dropoff compared to Tib Wars 2400, before Tib Wars patched that generated income to slightly lower), while unit cost is high (one soldier apparently costs as much as 350 creds).

Honestly, it sounds like the game still needs more time in the oven, and I will say right now, I am absolutely not a fan of low income based economy in RTS games, especially with higher basic unit costs and an anti-turtle approach, because those are the hallmark signs of wanting to turn your RTS into a micro managed esports 5 min zerg match RTS game, not a game like C&C where base defences in RA 2 could hold down your fort, along with artillery units.

Really hoping they address all those issues, but especially the economy and turrets ones. I don't want to play the game and find out turrets are absolutely worthless like they were in games like Red Alert 3 and Tib wars, or a low economy, where I have to always resort to 5 min matches and only having tiny armies. The game should absolutely be focusing on the campaign/Skirmish players (as they are actually the biggest pool of RTS players, thanks to a SC II dev for letting us know that data over the years), and PVP should be a side mode, not the main meat and potatoes.

 



Step right up come on in, feel the buzz in your veins, I'm like an chemical electrical right into your brain and I'm the one who killed the Radio, soon you'll all see

So pay up motherfuckers you belong to "V"