I just found something hilarious on wiki. A quick stub from it:
Despite the fact that Act of War didn't add many innovative concepts to the RTS genre, its most prominent gameplay feature was balance. Unlike most RTS games in which some units are massed and are used almost exclusively over other units for an easy victory, Act of War required you to use practically every unit available, which allowed for great gameplay diversity. The only problem was that Task Force Talon's SHIELD units, which are the prototype for mechanized exoskeletons, are horrendously overpowered and aren't that hard to produce en masse. Despite being relatively easy to destroy with a well organized group of anti-armor infantry, they can take on almost anything. They can use small and fast missiles to take out garrisoned troops, buildings, and armor, and can easily switch to chain guns to take out helicopters and infantry. The only things they are truly vulnerable to are planes and super weapons.
LOL.. the shield unit is the most useless unit in the whole game. The armor is very light... all they're good for is stealth detection. anyway good find Tiger!.. very funny
SHEILDs have been useless or near it since like forever haven't they? I remember n00bs screaming about them owning though near the start but my feeling is that they never even understood how a BTR could come out with in the first 30 seconds or so of the game Do edit it with the correct info.
SHEILDs have been useless or near it since like forever haven't they? I remember n00bs screaming about them owning though near the start but my feeling is that they never even understood how a BTR could come out with in the first 30 seconds or so of the game Do edit it with the correct info.
SHIELDs are alright, except for the fact that they're so weakly armored and they leave PoWs too freaking easily. Everytime you assault the enemy base, it's like giving them free gold.
Don´t regard them as only massinfg unit! Mixed with Spinners in Assault Rifle mode, its the deadliest army you can have. Spinners are for destroying Tanks and Buildings, while the Shields are to kill infantry (javs, snipers) and/or Helicopters. If no infantry and helis are in sight, their missiles are very useful toi kill enemy tanks. In addition no akulas will make it past you unseen ;-)
So a well mixed TFT troop in mid to late game consists of shields + spinners, I think 1/3 shields to 2/3 spinner would make a good group.
maybe nerf the stupid drone tank to make tft consider using the shield. the drone tank spam w/ aa, arty and armor upgrades switching instantly with a single unit is way overpowered.
of course the developers idea of balance in AoW is if there is no unstopable rush, the game is balanced
This post has been edited by [CW]Sabotage: Dec 8 2005, 15:25 PM
Despite the fact that Act of War didn't add many innovative concepts to the RTS genre, its most prominent gameplay feature was balance. Unlike most RTS games in which some units are massed and are used almost exclusively over other units for an easy victory, Act of War required you to use practically every unit available, which allowed for great gameplay diversity. The only problem was that Task Force Talon's SHIELD units, which are the prototype for mechanized exoskeletons, are horrendously overpowered and aren't that hard to produce en masse. Despite being relatively easy to destroy with a well organized group of anti-armor infantry, they can take on almost anything. They can use small and fast missiles to take out garrisoned troops, buildings, and armor, and can easily switch to chain guns to take out helicopters and infantry. The only things they are truly vulnerable to are planes and super weapons.
http://en.wikipedia.org/wiki/Act_of_War:_Direct_Action
ROFL. Only planes and SW can take them out.
EDIT: I just gave a plug for GR.org there. Should I edit this junk with correct info?
This post has been edited by DerPapierTiger: Dec 6 2005, 23:32 PM
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