Real Time / Turn Based Discussion #32

CO Powers got severely ****ed around, probably for balance issues, but to me it kind of removed the whole fun of using them. In order to use them, you need to:

a) Put your CO in a unit by paying half the unit's cost while on a city, using up that unit's turn (the CO provides attack and defence units in an aura around that unit, the range of the aura increasing the more your charge bar charges)

b) Charge the CO by killing while in the aura zone

c) Use the CO power... to effect units... in the charge zone.

In additional, all CO powers got nerfed. Hard.

Core gameplay is basically similar, and there are some things that are pretty cool (APCs can set up little mini refueling bases, larger variety of aircraft) but the severely butt-****ed CO powers coupled with the horribly-written 'darker and edgier' storyline that goes straight out the window about four missions in to become more about ZOMG MAD SCIENTISTS and all these completely shitty COs really pisses me off.

You might like it. I don't, at all.
Well I just might, since I never liked CO powers in the originals. If I ever set up a custom game I'd always turn them off. The last level in AW2 sealed my dislike for them. Constant meteor showers damage the feeling of strategy for me.
 
I always feel like turn-based games are so limited; there are only a few exceptions I'll go for. For me it's real-time all the way.
 
Well I just might, since I never liked CO powers in the originals. If I ever set up a custom game I'd always turn them off. The last level in AW2 sealed my dislike for them. Constant meteor showers damage the feeling of strategy for me.

Oh, and CO base powers (background powers) got horribly horribly nerfed.

And, as per usual, you will have to play through Campaign mode to unlock all the COs. Not that there really feels like there's any difference between the COs...
 
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