I’m curious, am I the only one that strongly misses the fortifications we used to have in hw1? The addition of wall drops and bunkers helps take that feeling away, but not enough. Was helpful with strategy on certain maps to hold certain choke points to either get an early detection, give weaker troops a fighting chance, or even a spot to hold up and reinforce. To me they had many positive purposes, is really like to see them return. It’d mix things up each game, as well as add some unique strategy back in, especially if they add something for certain vehicles, that when they’re docked they provide a different interaction. I mean you can get creative with it and make it a big game changer or just make battles more interesting, rather then so repetitive.
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> I’m curious, am I the only one that strongly misses the fortifications we used to have in hw1? The addition of wall drops and bunkers helps take that feeling away, but not enough. Was helpful with strategy on certain maps to hold certain choke points to either get an early detection, give weaker troops a fighting chance, or even a spot to hold up and reinforce. To me they had many positive purposes, is really like to see them return. It’d mix things up each game, as well as add some unique strategy back in, especially if they add something for certain vehicles, that when they’re docked they provide a different interaction. I mean you can get creative with it and make it a big game changer or just make battles more interesting, rather then so repetitive.
HW2 has ground garrisons, garrison towers. A deployable bridge, drop turrets, deployable wall, drop bunker, drop siege turret, (soon) deployable banished shield, high ground sieging opportunities galore.
Now. Would I like more maps with more unique terrain to throw diversity into combat? Absolutely.
But I don’t think this game lacks diverse combat or strategies. And I feel like pathing, positioning, and map rotation are super important to keep a game from just being a turtling holdout.
And while I get that halo wars 1 had a lot of things people miss, this is a different game. There are already so many unique interactions, I don’t know if the devs could easily add in more unique unit/terrain interactions without having to need those units elsewhere to compensate.
Unique unit/terrain interactions and more drops may be cool, but there are already a lot of them in the game that can be utilized.
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> > 2533274807562086;1:
> > I’m curious, am I the only one that strongly misses the fortifications we used to have in hw1? The addition of wall drops and bunkers helps take that feeling away, but not enough. Was helpful with strategy on certain maps to hold certain choke points to either get an early detection, give weaker troops a fighting chance, or even a spot to hold up and reinforce. To me they had many positive purposes, is really like to see them return. It’d mix things up each game, as well as add some unique strategy back in, especially if they add something for certain vehicles, that when they’re docked they provide a different interaction. I mean you can get creative with it and make it a big game changer or just make battles more interesting, rather then so repetitive.
>
> HW2 has ground garrisons, garrison towers. A deployable bridge, drop turrets, deployable wall, drop bunker, drop siege turret, (soon) deployable banished shield, high ground sieging opportunities galore.
>
> Now. Would I like more maps with more unique terrain to throw diversity into combat? Absolutely.
>
> But I don’t think this game lacks diverse combat or strategies. And I feel like pathing, positioning, and map rotation are super important to keep a game from just being a turtling holdout.
>
> And while I get that halo wars 1 had a lot of things people miss, this is a different game. There are already so many unique interactions, I don’t know if the devs could easily add in more unique unit/terrain interactions without having to need those units elsewhere to compensate.
>
> Unique unit/terrain interactions and more drops may be cool, but there are already a lot of them in the game that can be utilized.
Of all the MP maps in HW2, that single pair of uncontrollable light bridges is THE only dynamic map mechanics to exist. How is that diversity at all?
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> > 2535447531087970;2:
> > > 2533274807562086;1:
> > > I’m curious, am I the only one that strongly misses the fortifications we used to have in hw1? The addition of wall drops and bunkers helps take that feeling away, but not enough. Was helpful with strategy on certain maps to hold certain choke points to either get an early detection, give weaker troops a fighting chance, or even a spot to hold up and reinforce. To me they had many positive purposes, is really like to see them return. It’d mix things up each game, as well as add some unique strategy back in, especially if they add something for certain vehicles, that when they’re docked they provide a different interaction. I mean you can get creative with it and make it a big game changer or just make battles more interesting, rather then so repetitive.
> >
> > HW2 has ground garrisons, garrison towers. A deployable bridge, drop turrets, deployable wall, drop bunker, drop siege turret, (soon) deployable banished shield, high ground sieging opportunities galore.
> >
> > Now. Would I like more maps with more unique terrain to throw diversity into combat? Absolutely.
> >
> > But I don’t think this game lacks diverse combat or strategies. And I feel like pathing, positioning, and map rotation are super important to keep a game from just being a turtling holdout.
> >
> > And while I get that halo wars 1 had a lot of things people miss, this is a different game. There are already so many unique interactions, I don’t know if the devs could easily add in more unique unit/terrain interactions without having to need those units elsewhere to compensate.
> >
> > Unique unit/terrain interactions and more drops may be cool, but there are already a lot of them in the game that can be utilized.
>
> Of all the MP maps in HW2, that single pair of uncontrollable light bridges is THE only dynamic map mechanics to exist. How is that diversity at all?
I am referring to diversity in the leader interactions. I think HW1 could get away with a lot more unique moving parts on maps because there weren’t 14 leaders to balance to every map interaction.
Not saying that there are “tons of diverse map interactions”, but every single dynamic map interaction has to be balanced to every unique unit and leader in the game.
Instead of having 6 leaders and tons of variable maps, the dev team opted for more unique leaders with uniqu4 fearures, abilities, units, etc. That is where the diversity comes from.
Edit: the lightbridge is controllable btw. There is a terminal in the middle lol.
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> > 2533274807340992;3:
> > > 2535447531087970;2:
> > > > 2533274807562086;1:
> > > > I’m curious, am I the only one that strongly misses the fortifications we used to have in hw1? The addition of wall drops and bunkers helps take that feeling away, but not enough. Was helpful with strategy on certain maps to hold certain choke points to either get an early detection, give weaker troops a fighting chance, or even a spot to hold up and reinforce. To me they had many positive purposes, is really like to see them return. It’d mix things up each game, as well as add some unique strategy back in, especially if they add something for certain vehicles, that when they’re docked they provide a different interaction. I mean you can get creative with it and make it a big game changer or just make battles more interesting, rather then so repetitive.
> > >
> > > HW2 has ground garrisons, garrison towers. A deployable bridge, drop turrets, deployable wall, drop bunker, drop siege turret, (soon) deployable banished shield, high ground sieging opportunities galore.
> > >
> > > Now. Would I like more maps with more unique terrain to throw diversity into combat? Absolutely.
> > >
> > > But I don’t think this game lacks diverse combat or strategies. And I feel like pathing, positioning, and map rotation are super important to keep a game from just being a turtling holdout.
> > >
> > > And while I get that halo wars 1 had a lot of things people miss, this is a different game. There are already so many unique interactions, I don’t know if the devs could easily add in more unique unit/terrain interactions without having to need those units elsewhere to compensate.
> > >
> > > Unique unit/terrain interactions and more drops may be cool, but there are already a lot of them in the game that can be utilized.
> >
> > Of all the MP maps in HW2, that single pair of uncontrollable light bridges is THE only dynamic map mechanics to exist. How is that diversity at all?
>
> I am referring to diversity in the leader interactions. I think HW1 could get away with a lot more unique moving parts on maps because there weren’t 14 leaders to balance to every map interaction.
>
> Not saying that there are “tons of diverse map interactions”, but every single dynamic map interaction has to be balanced to every unique unit and leader in the game.
>
> Instead of having 6 leaders and tons of variable maps, the dev team opted for more unique leaders with uniqu4 fearures, abilities, units, etc. That is where the diversity comes from.
>
> Edit: the lightbridge is controllable btw. There is a terminal in the middle lol.
I didn’t find that terminal to be operable even when I put units next to it like in the campaign. Did I miss something?
No, it’s not operationalable, those are all timed, like hw1 was.
What I was originally trying to get at, is tgere isn’t enough garrison spots on map to hold positions, the few spots that are available, serve no purpose, due to where they’re located.