[HN Gopher] In defense of hard counters in real time strategy games
       ___________________________________________________________________
        
       In defense of hard counters in real time strategy games
        
       Author : aw1621107
       Score  : 83 points
       Date   : 2021-07-27 17:54 UTC (5 hours ago)
        
 (HTM) web link (waywardstrategy.com)
 (TXT) w3m dump (waywardstrategy.com)
        
       | Animats wrote:
       | There's a real world version of this, the DePuy Quantified
       | Judgement Method.[1] It's fairly simple - weapons have a weight
       | value (sword=1.0), you add that up for the forces committed,
       | there's a quality of troops multiplier for each side, some
       | adjustments for defensive preparations, and you get a measure of
       | combat strength.
       | 
       | DePuy was a US. Army colonel, and the weights come from analysis
       | of real-world battles. His observation is that the side with a 2x
       | advantage almost always wins. If nobody has a 2x advantage,
       | either side can win.
       | 
       | So, real-world war has a "hard counter".
        
         | EamonnMR wrote:
         | A hard counter in RTS parlance is a unit or tactic that will
         | win a fight even even if they are grossly outnumbered. A
         | classic example would be a ground unit that cannot hit air
         | units. Any number of those ground units will die to a single
         | air unit.
        
           | dsr_ wrote:
           | A phalanx armed with shields, swords and spears can't damage
           | an A-10; the A-10 can shoot or bomb them into
           | ineffectiveness. Hard counter.
           | 
           | A submarine is a hard counter to an aircraft carrier --
           | that's why we put sub-hunters on carriers and surround them
           | with anti-sub ships.
           | 
           | A fusion-warhead ICBM is a hard counter to most things.
        
         | capableweb wrote:
         | Except real-world doesn't have any counters at all but instead
         | anything can happen at any time almost. The outcome of
         | encounters in war is controlled by endless amount of
         | parameters, just because someone has more swords than another
         | doesn't mean they will almost always win. See Simo Hayha, the
         | Finnish sniper who killed ~500 Red Army soldiers during the
         | Second World War as an example of this
         | https://en.wikipedia.org/wiki/Simo_H%C3%A4yh%C3%A4
        
           | AbrahamParangi wrote:
           | Your example of the most outlier sniper of all time doesn't
           | really conflict with "advantaged side almost always wins".
        
             | afrodc_ wrote:
             | They also lost the war
        
         | sofixa wrote:
         | That smells like bullshit.
         | 
         | Asymmetric warfare ( or guerilla warfare) has been successful
         | time and again since the Napoleonic wars, regardless of how
         | overwhelming the enemy was. And Napoleon himself won multiple
         | times against the odds ( so much so the Coalition made a deal
         | to only attack when he isn't in command).
         | 
         | And there's the usual incompetence, bad luck, or
         | tactical/strategic brilliance.
         | 
         | Just in the last century we have the Russians ( in Russo-
         | Japanese war, WWI, Winter war, WWII), Austro-Hungarians,
         | Italians, Ottomans, Americans ( multiple times), Arabs (
         | against Israel) fail miserably against a theoretically inferior
         | in terms of size and weaponry enemy.
        
       | tobyhinloopen wrote:
       | I feel like there's been little going on in RTS land. Did I miss
       | any significant releases?
        
         | danielecook wrote:
         | Check out They are Billions. It has an RTS-like feel, but the
         | strategy is largely defensive.
        
         | fxtentacle wrote:
         | Since nobody has figured out how to integrate loot boxes or
         | gambling into RTS yet, other genres are currently much more
         | profitable.
        
           | [deleted]
        
         | chaps wrote:
         | Check out Zero-K if you haven't already. Open source RTS and
         | arguably the best, but definitely has that lingering ol' open
         | source taste to it.
        
         | nestorD wrote:
         | If you are not familiar with it, OAD[0] is a fully open source
         | RTS with an active community of developers that keep making it
         | more and more polished at every release.
         | 
         | [0]: https://play0ad.com/
        
         | georgeecollins wrote:
         | Keep your eye on Frost Giant.
        
         | EamonnMR wrote:
         | Gray Goo was really really good but pretty much fizzled. Nobody
         | has brought that kind of budget in since.
         | Westwood[esc]cwPetroglyph subsequently made some very fun
         | "8bit" styled RTSs with a more CnC flavor. We also just got a
         | CnC/RA remaster, StarCraft Remaster, and WC3 remaster. So RTS
         | almost feels more like a historical than a vital genre at this
         | point. Which is a shame because it's imo more accessable than a
         | MOBA (in which every match you must strap in, prepare to endure
         | abuse if you suck, not surrender, and click really fast.)
        
         | theandrewbailey wrote:
         | Grey Goo: https://store.steampowered.com/app/290790/Grey_Goo/
         | 
         | Ashes of the Singluarity:
         | https://www.ashesofthesingularity.com/
         | 
         | I haven't played them, but they are in my Steam backlog. I've
         | heard jokingly that Ashes is mostly played by people doing
         | benchmarks.
         | 
         | I have played Planetary Annihilation. It's like Total
         | Annihilation or Supreme Commander (same people, different
         | studio): https://planetaryannihilation.com/
        
           | EamonnMR wrote:
           | GG is a good SC-alike and Annihilation is Annihilation. Both
           | bring a lot to the table. Ashes just never ran properly so I
           | gave up on it.
        
           | Causality1 wrote:
           | You are the first person I've seen mentioning Ashes of the
           | Singularity who wasn't doing a hardware review.
        
         | opportune wrote:
         | Starcraft 2 is still the leader after like 10 years at this
         | point
        
         | Vadoff wrote:
         | Nope, feel like the last major release the masses played was
         | Starcraft 2, and that's over 10 years old now.
        
         | thrwawy12345 wrote:
         | Age of Empires 2: Definitive Edition has a thriving pro level
         | tournament scene and online multiplayer culture.
        
           | oneplane wrote:
           | And Age of Empires 2 on Voobly is still active as well, with
           | userpatch updates being released.
           | 
           | Then there is Age of Empires 4 that is nearing completion
           | which might be an Age of Empires 2 DE contender or might be
           | an AoE 3 dud.
        
             | ddek wrote:
             | Unlikely. AoE4 looks more like a Civ competitor than AoE2,
             | in that it'll look beautiful, have wildly divergent civs,
             | and almost entirely be played SP long run.
             | 
             | AoE2 does so many things wrong by 'modern game' standards.
             | The graphics are 2D. Pick any two civs, they're 80%
             | identical. New, goofier mechanics (Flemish Revolution) are
             | disliked by the players (although still used). It's still
             | an incredible game.
        
         | dimitar wrote:
         | I like the Eugen games, especially the wargame series
        
         | the__alchemist wrote:
         | AOE2 gets balance and content patches about once a month.
         | 
         | It's remarkable on its own that a 20 year old game is still
         | getting balance patches. I suspect this is a due to a mix of
         | evolving strategies, a changing skill-level distribution, and
         | feedback loops from subtle changes, catalyzed by added units
         | and civs.
        
           | BadInformatics wrote:
           | The community staying very active has been the biggest factor
           | here IMO. The predecessor to the current Definitive Edition,
           | the rather disastrous (engine-wise, not content-wise) HD
           | Edition, was created in part by co-opting community made mod
           | content and hiring on some of the creators. This has
           | continued for both the Definitive Edition and AOE 4.
           | 
           | Likewise, most of the biggest pros and casters started their
           | careers 5-10+ years ago working on community tournaments and
           | other grassroots events. Even though there's a lot more money
           | now with investment from Microsoft, Red Bull and others, that
           | grassroots core has stuck around and feels (at least to me)
           | more fresh than the very corporate machinery around Blizzard
           | RTSes. It's funny to think that the most anticipated LAN
           | tournament is literally held in someone's apartment
           | (https://www.ageofempires.com/news/nac3-tournament/)!
        
         | TulliusCicero wrote:
         | Not releases, but there have been some other significant
         | developments:
         | 
         | * Ex blizzard RTS devs have gone to a few different studios.
         | Frost Giant has the most hype, but there's also one of the
         | Dream Haven studios IIRC, and Uncapped Games.
         | 
         | * A bunch of SC2 modders made a new studio, SunSpear, and their
         | new RTS called Immortal: Gates of Pyre had a successful
         | Kickstarter and has been getting a fair amount of hype from the
         | StarCraft community.
        
         | 2bitencryption wrote:
         | Maybe there's some underground scene for hardcore RTS players,
         | but as a (formerly) casual follower of the Starcraft 2 pro
         | scene, it seems like MOBAs ate their lunch.
         | 
         | It's really a shame, since there was nothing quite like the
         | intensity of a 1v1 match between two players controlling an
         | army with a nearly unlimited skill cap...
         | 
         | As much as I've tried, I simply cannot make any sense of the
         | on-screen visual overload of MOBAs like DOTA or League of
         | Legends. Why is it so much harder to find myself engaged by
         | MOBA battles than RTS (mostly Starcraft) battles? I don't
         | really know.
        
           | thrower123 wrote:
           | RTSs went off the deep end catering to competitive
           | multiplayer, and that's where I stopped caring.
           | 
           | You can just play single-player Starcraft 1 or Age of Empires
           | or Red Alert against the AI or the campaigns, and it's a fun
           | little experience.
        
             | Retric wrote:
             | SC2's co-op significantly extended the games popularity. It
             | lacks much strategic depth, but it's still surprisingly fun
             | if repetitive.
        
           | bluescrn wrote:
           | With a MOBA you're relying on other players. If you lose at
           | Starcraft, you only have yourself to blame, you can watch the
           | replay and see exactly where you went wrong, and steadily
           | improve.
        
             | rollcat wrote:
             | I love team ladder in SC2. Somehow we tend to avoid blaming
             | each other, rather we analyse our team games and see which
             | plays worked well and which didn't. In 1v1 the road to
             | improvement is usually macro, macro, scouting, and macro -
             | in teams it's communication, communication, teamwork, and
             | communication. 60% winrate last season :)
             | 
             | Also arranged teams have a very strong advantage over
             | random teams, you can really punch above your weight if
             | your teammates understand how to support you.
        
             | Majromax wrote:
             | > If you lose at Starcraft, you only have yourself to
             | blame, you can watch the replay and see exactly where you
             | went wrong, and steadily improve.
             | 
             | That's not really true. A typical player can watch the
             | replay of their losing match and see the _proximate cause_
             | of the failure ( "my army got blown up"), but looking at
             | the game analytically to find the _ultimate cause_ is /was
             | much more difficult. The art of doing so was a regular
             | feature of the Day[9] daily videos.
             | 
             | That complexity is part of what makes strategy games (real
             | time or otherwise) compelling: seemingly simple choices or
             | optimizations compound into a much larger advantage later
             | on. However, those small-scale advantages are rarely
             | highlighted by the game itself as important, and
             | optimization usually asks a lot of the players.
        
           | vkou wrote:
           | > It's really a shame, since there was nothing quite like the
           | intensity of a 1v1 match between two players controlling an
           | army with a nearly unlimited skill cap...
           | 
           | This is precisely why RTS is dead. Every victory or defeat is
           | solely in your hands. In the MOBA format, you can always get
           | carried by your team/cuss out your team for being failures.
        
             | majormajor wrote:
             | The funnest starcraft games I ever played were 2v2 or 3v3
             | games with friends. 1 on 1 always seemed overly stressful
             | and annoying.
        
           | ajuc wrote:
           | MOBAs are almost impossible to get into if you're not
           | starting with friend(s). Half the skill is in communication
           | and coordination, and if you're playing solo with random
           | people you'll almost never experience good teamplay. Toxicity
           | is over the roof compared to 1v1 games like starcraft.
           | 
           | I stopped playing Starcraft 2 (or any Blizzard games) because
           | of the Hong Kong controversy but I do miss some good
           | multiplayer RTS. Preferably a little less APM-intensive than
           | starcraft.
        
           | jdmichal wrote:
           | I watch both, and they definitely have different things going
           | for them. I think something that is missed in appreciation of
           | pro play is just how smoothly _coordinated_ the players are.
           | They make it look effortless, the same way high APM
           | Starcraft2 players make things like fighting on multiple
           | fronts while managing their macro look effortless. It can be
           | really noticeable when a player gets swapped in the middle of
           | a tournament run and the team doesn 't quite gel back
           | together right away.
        
           | harpersealtako wrote:
           | MOBAs ate them because they have a lower skill floor.
           | 
           | If I understand 50% of how to play a MOBA, I can play the
           | game and have fun. I am gorilla. I have 4 moves: punch, slam,
           | eat banana, and my ultimate ability, get mad. They have
           | cooldowns, but it doesn't matter, I just spam all my moves
           | when I see a bad guy. If I don't see a bad guy, I can kill
           | the enemy turrets and little cpu creatures. If I'm having
           | trouble, I can follow one of my allies and often get into
           | 2v1s which are easier to win. And oh look, he is playing
           | Sword Guy, he's doing pretty well, maybe I should try Sword
           | Guy next time.
           | 
           | If I only understand 50% of how to play an RTS, I'm screwed
           | because I didn't realize that I needed to build a t2 bot
           | factory with my t1 bots, which can then build tier 2
           | constructor bots which are required to build flak cannons
           | which are the only viable defense against this specific type
           | of gunship-based commander sniping.
           | 
           | I like RTS games better too, but I can see how it can be hard
           | to get into an RTS without a really expensive-to-create
           | campaign tutorial (e.g. Starcraft) and/or a huge time
           | commitment. I bet I could download a MOBA I've never played
           | before and have fun in my first match knowing nothing about
           | how to play it (even the controls).
        
             | pmoriarty wrote:
             | _" I am gorilla. I have 4 moves: punch, slam, eat banana,
             | and my ultimate ability, get mad."_
             | 
             | One day maybe there'll be games with just one move... just
             | to dumb games down to the lowest common denominator and not
             | leave anyone out.
        
               | MathYouF wrote:
               | As much as I loved it, Assassins Creed had a combat
               | system like this.
        
               | rikthevik wrote:
               | Check out Divekick. It's a 1v1 fighting game with two
               | moves: Dive and Kick. And it's got a very high skill
               | ceiling. :)
        
               | ancientworldnow wrote:
               | This is just hungry hungry hippos.
        
             | Miraste wrote:
             | > specific type of gunship-based commander sniping
             | 
             | I see someone's played Supreme Commander. I love the game
             | but it's the archetypal example of what you're talking
             | about: winning depends on detailed knowledge of dozens of
             | different units across four factions and simultaneous
             | maximally-efficient economy building. Building a tutorial
             | for it is impossible. It's only playable by the sort of
             | people who will read wikis and watch videos and lose and
             | lose and lose until they have some idea what's going on.
             | 
             | This causes the other problem with RTSes: the (small,
             | dedicated) community has been running for fifteen years and
             | is _incredibly_ unfriendly to new players. Having less than
             | ~150 hours playtime is often grounds for being kicked from
             | games, which doesn 't help expand the playerbase.
             | 
             | Unfortunately, RTSes simplified enough to avoid these
             | problems aren't nearly as fun. The genre just works better
             | as a community passion project than a commercial
             | enterprise.
        
             | Jiokl wrote:
             | Also, MOBAs give you that team play experience, which
             | reduces the amount of weight/pressure on you as an
             | individual. 1v1 ladder anxiety is a _huge_ under-
             | appreciated issue and one of the things RTS 's can do to
             | avoid it is a bigger focus on team PvP.
        
             | ironman1478 wrote:
             | I really don't think the MOBA comment works for Dota 2. Its
             | not really about the characters, its about the map,
             | position, and timing (itemization + push timing). The
             | characters are important, but frequently people pick meta
             | characters and get bopped. This wouldn't be an issue if
             | dota had new people playing the game, but I want to say
             | that dota is at this point filled with people who have been
             | playing for a long time. So, you'll see people who at low
             | levels just destroy people with characters that are
             | supposed to be bad because they just know where to stand
             | and abuse the map or creep aggro. Its wild.
             | 
             | Just as a specific example. If you take two teams of equal
             | MMR and one had all the character counters so they "should"
             | win. If the team with the better characters doesn't know
             | how to pull the safelane, they will just straight up lose.
             | Full stop. They will get gold starved and unless the other
             | team throws (which is very common lol) they should lose.
             | 
             | Also, losing like this in dota is anti-fun. Its really not
             | a good time for like anybody, the winner of the loser. Its
             | just one team dumpstering another and it happens at all
             | levels.
        
             | opportune wrote:
             | I don't think it's just skill. They're also primarily team
             | based.
             | 
             | If you win, you can feel really good because you had a 17/2
             | K/D. If you lose, you can blame your teammates. You can
             | also play with your friends. With starcaft even though team
             | matches are supported, they are unpopular, and there's no
             | easy way to look at the stats for the game and feel like a
             | badass if you win.
        
             | jdmichal wrote:
             | > I bet I could download a MOBA I've never played before
             | and have fun in my first match knowing nothing about how to
             | play it (even the controls).
             | 
             | Used to play DotA (as in, the custom WC3 map) and LoL. I
             | downloaded Pokemon Unite last week. Instantly understood
             | pretty much everything except the individual feel and
             | tactics of each character.
        
             | maverwa wrote:
             | I think one big reasons why RTS are having trouble is, that
             | loosing in an RTS, as a new player, can be one of the worst
             | experiences in gaming (not counting player toxicity): you
             | just spend several minutes, maybe a lot of them, playing
             | this game, you finally got your T2 fab, and then the enemy
             | nukes you with his experimental artillery and you are just
             | gone. No way to understand what exactly went wrong. To
             | slow? Wrong build order? No clue! Might you just mismanaged
             | the harvester and you economy suffered early. Compare that
             | to a shooter, an (a)rpg or a racing game. They might be as
             | hard to win, but at least you have a clear understanding of
             | what happens. He saw you, he shot you. She just had the
             | correct breaking point figured out and you hit the wall.
             | 
             | Ofc it's not always that clear cut and there is a lot in
             | between these examples. But in my experience, RTS and maybe
             | strategy in general, can be really hard to understand what
             | went wrong, even on a basic level.
             | 
             | MOBAs are, imho somewhere on between. High skillcap both in
             | regards or game knowledge and strategy, but also in
             | agility, but also somewhat readable. Sure, you might wonder
             | why your gorillas punch did way less damage than their
             | gorilla, but a look at the KDA or their gear might already
             | give you a hint.
             | 
             | So I guess with the overall growth of the gaming market and
             | games becoming more and more expensive, the small community
             | that actually enjoys RTS isn't really ,,worth" that money.
        
             | jgon wrote:
             | I think another thing is that MOBA's have downtime. You
             | need to walk to places, you need to back, buy items, etc,
             | etc. It's been a while since I played Starcraft, but my
             | memories of it were basically that if you weren't _doing
             | things_ at literally every moment, you were probably going
             | to get beat. You could try and use better macro, and
             | tactical understanding but you 'd eventually run up against
             | someone who was equivalent and had better micro/apm and
             | just lose. Which meant that every match basically felt like
             | a sprint from start to finish, which was exhausting.
             | Eventually it got to a point where it was hard to jump into
             | a match because I just wanted to game and not go all out. I
             | had pre-emptive anxiety/exhaustion about the intensity of a
             | match. A moba can still feed that competitive desire and
             | has moments of intensity, but it feels much more balanced
             | than RTS' ever did to me.
        
               | ajuc wrote:
               | Yup this is more important - in starcraft you will lose a
               | game you almost completely won if you stop context
               | switching for a few minutes.
               | 
               | On the other hand you can abandon starcraft game at any
               | moment with no consequences and it doesn't last for 50
               | minutes. If you got toxic teammates in DOTA you are
               | pretty much stuck with them for almost an hour.
        
               | s1artibartfast wrote:
               | I think this also plays into the human reward pathways.
               | More variation in intensity means more spikes of
               | adrenaline and dopamine.
        
               | Regic wrote:
               | These were my exact thoughts about CS vs Quake back in
               | the days. Quake had no downtime, all action while CS had
               | time between rounds or just tense moments without
               | anything actually happening. I think this dynamic was an
               | important point behind the success of battle royal games
               | too. An all action game is like an action movie without a
               | moment's pause - it just doesn't work for most people.
        
             | ajuc wrote:
             | You ignored itemization and counterpicking in MOBAs, which
             | is like ignoring build orders, army composition and macro
             | efficiency in starcraft and just focusing on microing your
             | army :)
             | 
             | I was in the same camp when I only played RTS games, but
             | after my friend got me into dota I have to admit there's a
             | lot of depth there that I wasn't aware of.
             | 
             | Also the win conditions are much more obvious in RTS games,
             | just after I switched I had no idea that pulling, stacking,
             | wave cutting, denying was important. Also the vision battle
             | is more involved in MOBAs.
        
               | RussianCow wrote:
               | > after my friend got me into dota I have to admit
               | there's a lot of depth there that I wasn't aware of.
               | 
               | But that's kind of the point: you don't _have_ to be
               | aware of it to have a good time. Sure, all of that stuff
               | matters in competitive play, but it can still be fun to
               | just run around killing things if you don 't know what
               | you're doing. On the other hand, seeing artillery
               | blasting your base from afar and having no idea what to
               | do about it is really demoralizing.
               | 
               | FWIW, I think this applies more to Dota 2 than it does to
               | LoL. I haven't played the latter in many years, but I
               | remember it being much more rigid and cookie-cutter
               | strategy-wise than Dota, and the micro decisions mattered
               | a lot more, which meant that sub-optimal play was more
               | obvious. In Dota 2, your poor item build can still win
               | the game with a single good team fight or just generally
               | better awareness.
        
             | jessewmc wrote:
             | I think the big problem here was with Starcraft 2's lack of
             | UMS and chat room focus compared to Brood War. I played
             | competitive 1v1 in both, and anecdotally I spent alot more
             | time in Brood War, and much of that time was socializing,
             | playing casual games, and UMS--largely with friends who
             | didn't play competitively.
             | 
             | This community was completely destroyed by SC2, multiplayer
             | really only appealed to serious competitive players. It
             | sucked unless you only wanted to grind ladder. That
             | community kept the game as a whole alive and acted as a
             | gateway.
        
           | jasonwatkinspdx wrote:
           | I'll disagree with the other poster. MOBA games, particularly
           | Dota, have a pretty high threshold of entry compared to RTS.
           | You've got 100 something heros, each with 4+ abilities. Then
           | you've got basically as many items, half of which have an
           | active of some sort.
           | 
           | That's a big initial bite to get down.
           | 
           | I played Dota for at least a year until I finally felt like I
           | even understood the baseline. The skill cap on say SC2 is
           | indeed as high as you can take it, but learning the tech tree
           | and counters is comparatively trivial. It's not that Dota is
           | chess or such, there's just a huge volume of material to get
           | through.
           | 
           | But that's also what makes it so rewarding. Dota is the only
           | video game where I feel the same sense of accomplishment when
           | winning as a game of go.
           | 
           | I think the world is wide open to a new awesome RTS game.
           | Just, no one has thought up something good enough.
        
             | Jiokl wrote:
             | But you don't have to know any of that straight off the
             | bat, because you have other players on a team to rely on.
             | You can play with a friend who'll carry you if need be.
             | SC2's relentless focus on 1v1 is a huge detriment, and it
             | seems like the entire RTS genre has decided "well, that's
             | what we do".
        
             | chrishynes wrote:
             | Yes, but the abilities and item actives are all quite
             | similar in broad categories -- dash, stun, slow, etc. Same
             | with items -- broad categories of damage, magic, health,
             | armor, etc.
             | 
             | To OP's point, you don't have to know the entire 100 hero
             | roster and all of their abilities to have fun, just the
             | general things they can do "Oh I just got stunned by that
             | ability, might want to dodge next time"...
             | 
             | Obviously to be good you need to know them all, but not to
             | get started and have fun at lower levels of play.
        
               | jasonwatkinspdx wrote:
               | Yeah, there's some sparseness to it all that simplifies,
               | but that's also offset by most abilities having a
               | geometric component to how they're targeted or have area
               | of effect.
               | 
               | Respectfully, OP doesn't know the game. You can indeed
               | have fun playing casually like that, but your win rate
               | will reflect the lack of what you don't know. You can't
               | even _see_ the game until you get some months under your
               | belt, imo. Sound is another underrated aspect: you need
               | to know exactly what spells are going off, how your
               | allies or enemies will position them, based on nothing
               | but hearing it and knowledge of the game.
               | 
               | There's no way I would have learned Dota without a friend
               | to pull me along. It's a big problem with the genre as a
               | whole. LoL is a bit more forgiving and ability spammy,
               | but has all the same issues. And I say this as someone
               | that got near the top of the 2v2 ladder in LoL beta (RIP
               | original twitch malphite combo).
        
               | Jiokl wrote:
               | > There's no way I would have learned Dota without a
               | friend to pull me along
               | 
               | But that's something that MOBAs can do that RTS games
               | can't. Which is another reason why MOBAs ate RTSs lunch.
               | I'm not sure why you're focusing on win rate when there
               | are plenty of people who play MOBAs who are quite frankly
               | garbage at the game(s).
        
           | throwaway6734 wrote:
           | If you're interested, the age of empires 2 community has been
           | growing over the past year with the release of the definitive
           | edition
        
         | zeroonetwothree wrote:
         | Sure feels like the genre is mostly dead. Kind of sad
        
           | ddek wrote:
           | Concentrated, rather than dead. SC2 and AoE2 are the only
           | games still running strong. SC2 seems quite alive. I play
           | AoE2 competitively, and it's stronger than ever.
           | 
           | In terms of new games, yeah it's pretty dead. AoE4 looks
           | cool, but I'd be pleasantly surprised if its near as fun to
           | play competitively as AoE2. Wacky civ specific strategies
           | make games more predictable, and 2d is more ergonomic than
           | 3d.
        
         | oneplane wrote:
         | I think there is a much going on as ever, but because RTS games
         | tend to be on the more heavier side to get in to and get good
         | enough at to really enjoy it, it isn't featured as much as any
         | of the generic FPS/BR/DOTA style games.
         | 
         | While there might be less of an SC2 eSports bonanza going on
         | right now, there is Age of Empires that is pretty active (as
         | was posted here as well).
         | 
         | I think one of the major impacts to the 'visibility' is the
         | fact that 'generic' or 'casual' games have social buy-in that
         | is orders of magnitude bigger than what we used to think of
         | when talking about 'big games' or 'big communities' or 'active
         | genres'. 10000 players or even 100000 players used to be top-
         | tier. Now that's less than 1% of any of the 'big' games out
         | there right now.
        
         | javajosh wrote:
         | Not a new release, but I've been enjoying Supreme Commander 2
         | on a modern gaming PC! The game is pretty cheap on Steam
         | ($13)[1] but it scales very well with modern hardware, and the
         | gameplay is far improved (IMHO) over SC1. (Another RTS series
         | I'd like to replay on modern hardware is Homeworld[2]).
         | 
         | [1]
         | https://store.steampowered.com/app/40100/Supreme_Commander_2...
         | 
         | [2]
         | https://store.steampowered.com/app/244160/Homeworld_Remaster...
        
         | s5300 wrote:
         | To my knowledge, Supreme Commanders Forged Alliance Forever
         | (FAF) community has been updating the game and has a fairly
         | active community. It seems to be in a fairly good state, wish I
         | was in the position in life to be able to relax and dump some
         | hours into playing it. Was always a fun game.
        
           | theandrewbailey wrote:
           | There's also the LOUD mod: https://www.moddb.com/mods/loud-
           | ai-supreme-commander-forged-...
        
           | tobyhinloopen wrote:
           | FaF is great and basically the most modern RTS I regularly
           | play. (Using FAF Forever or something) but technically it's a
           | buggy and slow mess that performs bad.
        
             | askesisdev wrote:
             | I was in the top20 worldwide ranking of the original
             | Supreme Commander when I was a teenager, never got over the
             | changes they did to the economy and gameplay on FA. The
             | performance of the original was even worse, you had to
             | apply a patch to get multithreading.
             | 
             | Found an SQL Injection too, reported it and got a license
             | for Supreme Commander 2 as a bounty. That game was way
             | worse than the original, too simplified but I guess it was
             | the logical path as people complained about SupCom's
             | difficulty/complexity.
        
               | javajosh wrote:
               | I found the SupCom 1 controls uncomfortable in the first
               | 20 minutes of the tutorial, and chose not to continue.
               | Life is too short to finish bad books or punishing games;
               | however for me SupCom 2 was a huge ergonomic improvement
               | and if not for that game I wouldn't be playing the series
               | at all.
        
         | stu2010 wrote:
         | Company of Heroes was an outstanding release, and its sequel is
         | a good game with a still living, active community.
         | 
         | Company of Heroes 3 was recently announced, and its launch will
         | probably get a lot of old players back into the multiplayer
         | lobbies.
        
           | tobyhinloopen wrote:
           | CoH is great, i've seen the CoH3 announcement! I'll
           | definitely give that one a try
        
           | throwaway17_17 wrote:
           | The CoH games are great small army RTS games, even if I think
           | of them as Real Time Tactics games. But that really is the
           | point for me. It seems that with the aging and seeming non-
           | interest in RTS games like Starcraft, the market and those
           | making products to serve that market have splintered a
           | relatively homogeneous genre into a group of loosely similar
           | niche genres where the differences between themselves and
           | other games is seen as a dividing line instead of focusing on
           | the commonalities involved to grow interest and increase
           | player base amongst the larger game segment.
           | 
           | I see Warhammer 40k and Starcraft having much more in common
           | with each other than either has with Halo, despite the very
           | obvious surface level trappings. And I think X-com has more
           | in common with CoH than either have in common with modern
           | warfare or call of duty. I really despair for a broader
           | grouping of strategy and tactics games, that may or may not
           | exclude 4x games, in hopes that it could build a bridge
           | between the various niche styles and cross promote the bigger
           | genre.
        
         | MayeulC wrote:
         | I'm still playing relatively old ones with my friends:
         | 
         | * Supreme Commander & Planetary Annihilation
         | 
         | * Sins of a Solar Empire
         | 
         | * Zero-K
        
       | ajuc wrote:
       | > The ground unit cannot hurt the air unit in any way, and the
       | air unit can hurt the ground unit. This relationship is based on
       | innate and immutable differences between the two unit types.
       | 
       | There are some ways in which ground unit can still win the game
       | in this scenario. For example if you can flood the enemy with
       | zerglings and kill his buildings just ignoring the air units
       | slowly picking the zerglins apart.
       | 
       | So, in a way - there are no hard counters either :)
        
       | ironman1478 wrote:
       | I think its cool seeing what factors are considered in RTS
       | balancing. I guess an equivalent for fighting games would be
       | invincible vs non-invincible DPs or weird things like movement
       | options.
       | 
       | In RTS games balancing seems a bit more quantifiable. In fighting
       | games there is a lot of guessing at what actually counters what
       | unless its extremely obvious. Its hard to tell if a matchup or
       | strat is good/bad due to the character/move properties or if its
       | because one player is way better.
        
         | chrisfosterelli wrote:
         | I know Apex Legends balancing is pretty aggregate stat based
         | and with each release they monitor aggregate stats like what %
         | of X character is on the winning team over all games or what %
         | of X character killed Y character as well as different team
         | compositions, along with similar stats for individual weapons,
         | to try to balance the overall engagement statistics as much as
         | possible.
        
           | jasonwatkinspdx wrote:
           | Dota has an interesting approach. They collect tons of
           | statistics, but ultimately the game design comes down to one
           | person, and they complement the stats with a lot of
           | interviews with top ranked players to get their subjective
           | perspective.
           | 
           | The end result is the game has gotten better balanced
           | continuously with time. There were a handful of patches that
           | were a regression, but usually are on top of it pretty fast.
           | 
           | One of the more pernicious problems they've faced is the team
           | that holds the base on the bottom half of the map has
           | consistently had an advantage, as much as 5%. This appears to
           | be related to the perspective being 3d in the shape of top
           | down, vs a literal 2d top down view. They've tried a few
           | different ways to balance this, but what's ended up working
           | best is trading it off vs first pick in the lineup drafting
           | phase of the game start.
           | 
           | Zynga was infamous for a stats driven approach, but there it
           | was all about tricking people into maxing out the micro
           | transactions :(
        
             | blt wrote:
             | Did they try rotating the camera 180 degrees?
             | 
             | I can understand how this might be confusing. Like a mirror
             | track in Mario Kart, it would make the map feel totally
             | different.
        
               | jasonwatkinspdx wrote:
               | So, I suspect why they haven't gone with an approach like
               | that is they want to preserve the layout for spectators.
               | Dota is the biggest purse in all of esports, and they
               | take the spectatorship quite seriously as a result.
        
               | sigstoat wrote:
               | as i recall, spectators receive game data, not a video
               | stream. you can spectate in VR.
               | 
               | so during real tournaments they could just broadcast from
               | a spectator in the "standard" view.
        
               | ironman1478 wrote:
               | Its really difficult. The exact placement of individual
               | trees in the game matters a lot and it affects line of
               | sight, which is a key component to Dota. If you flipped
               | the view, not only would it just be weird, but what is
               | visible can change I think based on the camera position.
               | A tree that blocks a path in one camera position doesn't
               | block it in another. A single tree's position sounds
               | trivial, but navigating them is crucial at mid and high
               | levels of play.
        
               | jasonwatkinspdx wrote:
               | This is really perceptive and on point. I think something
               | a lot of casual observers miss about Dota is it's a game
               | of momentum with very small edges that accumulate.
               | Compared to the other MOBAs it's the game that punishes
               | you for a single error far more harshly.
        
               | ufo wrote:
               | It certainly is confusing. I remember that someone once
               | made a video with the flipped map and most of the
               | comments were about how weird it appeared:
               | https://www.reddit.com/r/DotA2/comments/5rmbd3/
               | 
               | However, I wonder this is something that people would get
               | used to, if they played it for a while. As far as I know,
               | it was never seriously tried anywhere.
        
             | post-it wrote:
             | > One of the more pernicious problems they've faced is the
             | team that holds the base on the bottom half of the map has
             | consistently had an advantage, as much as 5%. This appears
             | to be related to the perspective being 3d in the shape of
             | top down, vs a literal 2d top down view. They've tried a
             | few different ways to balance this, but what's ended up
             | working best is trading it off vs first pick in the lineup
             | drafting phase of the game start.
             | 
             | The opposite to "the enemy's gate is down"
        
               | pete5x5 wrote:
               | Exactly this - the ability to re-orient your view in a
               | game (or in your mind in the case of the "enemy gate")
               | can be a huge advantage. I personally play much better on
               | bottom side in MOBA games and I have never understood why
               | it can't be flipped. Even if the map is not 'symmetrical'
               | the players could adapt to that change, rather than
               | having to adapt to the change in side each game.
        
               | wincy wrote:
               | League of Legends: Wild Rift on iOS does this. You're
               | always the team on the "bottom half" of the map.
        
         | emasirik wrote:
         | Well, fighting games do offer high crush/low crush options,
         | where hurtboxes (the vulnerable portion of your character) are
         | shifted higher or lower, to make a move suited to cleanly beat
         | either approaches from the air or sweeps. Beneficial properties
         | like this can be balanced by a number of things -- speed,
         | recovery time, damage, range, for a few examples!
         | 
         | I realise you may already be familiar, but I figured it'd be
         | worth expanding a little for other readers.
        
       | scotty79 wrote:
       | If you want to see really brutal hard counters try Clash Royale.
       | 
       | Game is really fun, and requires a lot of thinking but it's
       | absolutely ruthless.
       | 
       | Every single unit has multiple hard counters. When it comes to
       | combinations everything gets more messy and fun.
        
       | thom wrote:
       | First half of the title got my hopes up as a Magic: the Gathering
       | player, but alas, it was not an argument in defence of hard
       | counters costing only two mana.
        
         | pete5x5 wrote:
         | "In defense of Mana Drain: how to lose friends in cube draft"
        
           | thom wrote:
           | If you're tired of Mana Drain in cube, you're tired of life.
        
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