Thread 2056106 - /vst/ [Archived: 695 hours ago]

Anonymous
6/1/2025, 5:09:59 PM No.2056106
200w
200w
md5: 9d1af62aba2c5eed7d0d55b29fed2fd9๐Ÿ”
What characteristics would an RTS need to appeal to normies?

What would the RTS equivalent of Skyrim look like?
Replies: >>2056329 >>2056598 >>2056764 >>2056801 >>2056806 >>2057058 >>2057326 >>2058309 >>2061413 >>2061418 >>2062687 >>2062703 >>2063805 >>2063843 >>2068021 >>2068613 >>2068618 >>2068968 >>2069087 >>2069227 >>2069474
Anonymous
6/1/2025, 5:39:38 PM No.2056122
It already exists. It's called league of legends. Or dota if you what to be elitist
Replies: >>2063843 >>2064161
Anonymous
6/1/2025, 9:22:04 PM No.2056329
>>2056106 (OP)
You watched the Warlocracy video too?
Anonymous
6/1/2025, 11:15:39 PM No.2056444
Some kind of streamlined, cinematic battlefield simulator akin to Army Men, Kingdom Two Crowns, Full Spectrum Warrior, or EndWar: camera close to the action, player physically present on the battlefield as a hero unit accompanied by fellow soldiers, big focus on immersive audio and visuals such as explosions, radio chatter, customizable paint jobs, and getting pat on the back a lot for what a great commander you are.
Replies: >>2068631
Anonymous
6/2/2025, 4:45:21 AM No.2056598
>>2056106 (OP)
It's never going to appeal to normies unless you change it so much that its no longer RTS.
Replies: >>2064161
Anonymous
6/2/2025, 11:48:02 AM No.2056764
>>2056106 (OP)
>What would the RTS equivalent of Skyrim look like?
Probably something like Rexxar's campaign in Warcraft 3 Frozen Throne
Anonymous
6/2/2025, 12:47:57 PM No.2056801
>>2056106 (OP)
A game focused on turtling
Anonymous
6/2/2025, 12:59:38 PM No.2056806
Strategy vs ADHD spectaclepng
Strategy vs ADHD spectaclepng
md5: 5728a3d52ce8742bc7b446db91a18405๐Ÿ”
>>2056106 (OP)
>What characteristics would an RTS need to appeal to normies?
RTS is literally a normiefied version of strategy games, anon.
The whole point of making an RTS is to take strategy games and sacrifice depth for pretty graphics and explosions. That's why they were such a magnet for kids back in the day.

>But, but what happened?!
While all other genres normiefied, RTS started pretending it is something it never was.
It's why Total War is doing so good. An utterly braindead "Hollywood movie battle: The Game" series which makes no changes, provides no challenge, instead focusing on the spectacle with better graphics, animations and click-to-awesome buttons in newer installments is the quintessential RTS experience.
And it rakes in millions of copies with each new release. Always outdoing the last as long as it provides a jump in the things that matter (graphics, spectacle) rather than bullshit that no one cares about (mechanics, AI).
Replies: >>2057053 >>2057240 >>2068672 >>2069227
Anonymous
6/2/2025, 6:19:14 PM No.2057053
>>2056806
I dare you to list your favorite strategy games because they're probably not as complicated as you'd imagine them to be.
Anonymous
6/2/2025, 6:25:45 PM No.2057058
>>2056106 (OP)
> What characteristics would an RTS need to appeal to normies?

Do what AoE did, since it was a hit with normies

> What would the RTS equivalent of Skyrim look like?
AoE
Anonymous
6/2/2025, 9:39:36 PM No.2057240
>>2056806
Yeah, RTS used to be a gateway drug to strategy gaming. It was easier, prettier and less abstract than most genres. Newbies felt at ease, seeing how they only need to gather resources, mass units and overwhelm the enemy to become a general, and as they would get more comfortable, they'd move on to other genres where they get to do more than that. Nowadays, players are more aware of what kind of game they want from the start, so RTS lost this introductory function.
Replies: >>2057862
Anonymous
6/2/2025, 11:17:35 PM No.2057326
Chi's Sweet Home (8).webm_snapshot_02.14.721
Chi's Sweet Home (8).webm_snapshot_02.14.721
md5: b77ed74fc1d3637f60cc5beac6f433ab๐Ÿ”
>>2056106 (OP)
Something like WC3 except with a lot of streamlining and optional automatization of base building, unit production etc.
Heavy focus on singleplayer modes and story.

Also here's the full episode (16th) as well as the remaining 103 episodes.
https://gofile.io/d/2kNKP4
Anonymous
6/3/2025, 6:24:24 PM No.2057862
>>2057240
RTS is good when it's real and physical. Which means resources have to be transported and distances are meaningful. It should be a game about collecting and spending, managing and building, fighting and supplying. All simple strategy concepts but all made REAL in both time and design. That is why stuff like AoE and to a lesser extent SC are well-stablished. They require you to look and see more than memorize tiny modifiers and artificial +5% increases. They're about macro and micro and not gimmicks. This is why AoE4 and Stormgarde failed.
Replies: >>2057948 >>2058049 >>2062693
Anonymous
6/3/2025, 7:58:47 PM No.2057948
>>2057862
AoE4 is the game where resources and distances have to be transported and are meaningful the most, of the games you mentioned.
There's more kinds of resources like different kinds of food, relics, sacred sits, points of interest, and more kinds of supply lines like building influence and pilgrims.
But you'll probably cope by saying those are gimmicks, rather than seeing the macro and micro implications of a raidable group of travelling pilgrims as a backbone of your gold economy.
Replies: >>2057979
Anonymous
6/3/2025, 8:34:49 PM No.2057979
>>2057948
Do pilgrims gather from a finite resource, or is it more single-player trade cart spam?
Replies: >>2057981
Anonymous
6/3/2025, 8:36:34 PM No.2057981
>>2057979
It's infinite, like a one-way trade cart to one of the sacred sites. The amount of pilgrims depends on the number of fortresses and some upgrades.
Replies: >>2057983
Anonymous
6/3/2025, 8:37:39 PM No.2057983
>>2057981
>infinite
There goes your credibility.
Replies: >>2057989
Anonymous
6/3/2025, 8:41:18 PM No.2057989
>>2057983
Because? You think replenishable resources don't need to be managed? See what happens if you leave farms, trade, pilgrims, fishing ships unprotected in a multiplayer match.
Replies: >>2057990
Anonymous
6/3/2025, 8:43:51 PM No.2057990
>>2057989
Hold your game to higher standards.
Replies: >>2057994
Anonymous
6/3/2025, 8:46:36 PM No.2057994
>>2057990
What do you want, how would you improve it?

The vast majority of games ends way before infinite resources matter, by the way. Because usually the more efficient finite resources run out for a player before he can establish something long-term.
So it's not even like infinite resources even matter as much as you seem to focus on them.
Replies: >>2057999
Anonymous
6/3/2025, 8:52:10 PM No.2057999
>>2057994
Great, so it's a bad mechanic that doesn't see enough use to be worth mentioning.
Replies: >>2058005
Anonymous
6/3/2025, 8:57:18 PM No.2058005
>>2057999
It happens literally every game, because the faction starts with 3 pilgrims per minute which can then be ramped up according to your strategy.
But I was also talking about the Age of Empires/Mythology classic of farms and trade. The former of which also happens often in AoE4 but not always, simultaneously to resources on the map being used.

Again, how would you improve those mechanics?
Replies: >>2058007
Anonymous
6/3/2025, 9:00:02 PM No.2058007
>>2058005
>Again, how would you improve those mechanics?
By making resources generic and finite, as they are in 2.
Giving a faction a new set of graphics to show how they get their infinite turnips doesn't improve the game.
Replies: >>2058009
Anonymous
6/3/2025, 9:03:15 PM No.2058009
>>2058007
What do you mean by generic?
Replies: >>2058024
Anonymous
6/3/2025, 9:12:53 PM No.2058024
>>2058009
>What do you mean by generic?
Every civ's main way of gathering resources should be (mostly) the same.
Replies: >>2058053
Anonymous
6/3/2025, 9:31:11 PM No.2058049
>>2057862
Wut? Gimmicks are what allowed AoE and SC to stand out, and they're both absolutely full of them. Just because they're old and well-established doesn't mean they're not gimmicky. I think it actually might be mandatory for you to come up with some gimmicks when making a new RTS, otherwise you'll be merely cloning an already existing game.
Anonymous
6/3/2025, 9:34:06 PM No.2058053
>>2058024
But they are? Mostly.

Every civ gets food from berries, deer, boars, farms, fish.
Every civ gets wood from tree clusters or lone trees..
Every civ gets gold from gold mines on the map, traders/pilgrims, relics, sacred sites, trade ships.
Every civ gets stone from stone mines.
Every civ can use the market to buy/sell resources.

Then there's also some map-dependent special sites every civ can access, e.g. the merchant camp for 1 villager's worth of food+wood+gold, the ruin for stone and potentially a relic, and fish.

That's the fundament built upon for every single civ, with slight tweaks per civ like how Muslim civs can't harvest boars but get more from berries, or how the Byzantines get a fifth bonus resource as a side product of harvesting berries or their farm variant that they can use to hire mercenaries.

But why would you even want everything to be the same? You should want more differences because that widens the range of available strategies. And that's one of the things that RTS are about, choosing and executing those strategies... in real time.
I actually think that in practice, the option to have infinite resources also increases the range of available strategies, because it's not always the best thing to go for, contrary to what the term "infinite" might insinuate. But it's one more option that may make sense, based on the game state and timing.
Replies: >>2058058 >>2058299
Anonymous
6/3/2025, 9:36:55 PM No.2058058
>>2058053
Forgot the sheep, they are also kinda iconic.
Anonymous
6/4/2025, 1:42:52 AM No.2058299
>>2058053
>But they are? Mostly.
Weigh them and add in unique features that change these. Aachen/prelate boosts, Ovoos, pit mines, tax collectors, etc. These are significant departures on their own, even without considering the micro that comes attached.
Most civilizations functionally don't have shared economies.
>But why would you even want everything to be the same? You should want more differences because that widens the range of available strategies.
It means the civ's starting minigame is different, but actual strategy and variety isn't much improved; balancing needs get in the way. The exceptions are Malians and Mongols, whose tech differences complement their economic bonuses. Strategic variety has to be measured within the civ, so adding a special turnip-o-matic to a single civ doesn't improve variety in a sense deeper than spectacle.
>I actually think that in practice, the option to have infinite resources also increases the range of available strategies, because it's not always the best thing to go for
Depends. You can make that claim for something like trade or cattle booming. Not so for tax collectors, hunting cabins, enclosures, etc.
2 is fueled by scarcity. Everyone competes for the same quantities of finite resources and uses them in (mostly) the same ways. You can run out and turn the game into a slog or a one-sided beatdown if you mess up. It's much harder to do that in 4.
Anonymous
6/4/2025, 1:53:40 AM No.2058309
>>2056106 (OP)
The Skyrim of RTS can never happen. There are no normies left who play RTS.
Anonymous
6/7/2025, 11:31:42 PM No.2061413
>>2056106 (OP)
Have heroes with levels like WC3, with a wide selection of them like Dota/League, and a an online coop game mode like Starcraft 2 now does.
Anonymous
6/7/2025, 11:46:46 PM No.2061418
>>2056106 (OP)
FPS/RTS or RTT.
Anonymous
6/8/2025, 12:32:42 AM No.2061438
Rethink the genre. Free it from SC and AoE.
Make it less about clicking and more about making strategic choices in real time with incomplete information.
Anonymous
6/9/2025, 7:08:46 PM No.2062687
>>2056106 (OP)
It would need metal makers and chokepoint maps. Economy should be exponential and there shouldn't be any mexes to worry about. Defences should have fairly long range so they don't have to worry about coverage. The campaign includes an AI that just plays defensively and never kills you. Increasing difficulty just increases their metal income multiplier but they'll still be defensive and not pressure you. Multiplayer matches start with a defensive tower and radar to cover your base so you don't have to worry about early raids. Projectiles are hitscan so you don't have to worry about positioning either. Units link their ranges together so there aren't any nuances with unit positioning. You have the bigger army so you should win. Defensive towers can be placed on top of other buildings so you don't have to worry about compromising space, and units can move through your buildings.
Anonymous
6/9/2025, 7:12:24 PM No.2062693
1747022284146443
1747022284146443
md5: 43417bf84d5c4c928365a492de75d27e๐Ÿ”
>>2057862
SC isn't an RTS.
Replies: >>2068687
Anonymous
6/9/2025, 7:20:54 PM No.2062703
>>2056106 (OP)
league of legends
Anonymous
6/10/2025, 5:44:37 AM No.2063166
>What would the RTS equivalent of Skyrim look like?
with modding on top closet thing is Men of War/Call to Arms/Gate of Hell
Anonymous
6/10/2025, 7:42:55 PM No.2063805
>>2056106 (OP)
RTS fundamentally doesn't appeal to normalfags. Never did, never will. I'm not saying that it's a thinking man's genre or anything but it filters normalfags right at the entry, both in single- and multiplayer, ESPECIALLY the latter.
There's no point in attracting an audience that will simply never care.
Anonymous
6/10/2025, 8:12:03 PM No.2063843
>>2056106 (OP)
you never will, because starcraft style RTSs require you to move the camera every other second in order to be at four places on the map at once. Normies just want to stare at their dude for an hour.


>>2056122
>still pushing the MOBA == RTS agenda
just stop
Replies: >>2063898
Anonymous
6/10/2025, 9:04:23 PM No.2063898
1747176427203310
1747176427203310
md5: 3b768ac444522d3211aace87c1e9ad06๐Ÿ”
>>2063843
Starcraft isn't'n rts.
Replies: >>2065500 >>2068077
Anonymous
6/10/2025, 11:45:41 PM No.2064161
>>2056122
Normies won't touch mobas.
Now sure, relative to RTS players the average MOBAfag is a normalfaggot. But relative is the key word here - relative to actual normalnigs, MOBA players are unhinged losers. Despite League of Legends' netflix cartoon being super popular, it didn't result in an uptick of players because normalfags refused to play a moba.

As for the OP question, I agree with >>2056598
You'd have to change the fundamental nature so much that it's not RTS. They simply don't want the core identity of RTS. In the old days the only reason they played stuff like C&C is there were limited choices for games.
Replies: >>2069227
Anonymous
6/12/2025, 4:16:21 AM No.2065500
>>2063898
>mental illness image spammer
Anonymous
6/15/2025, 7:04:16 PM No.2068021
>>2056106 (OP)
>What characteristics would an RTS need to appeal to normies?
Cease to be an RTS.
Anonymous
6/15/2025, 8:02:56 PM No.2068077
>>2063898
Kinda true, are there any Total Annihilation maps that are build around using Terrains as defensive options?
Replies: >>2069436
Anonymous
6/16/2025, 6:26:53 AM No.2068410
RTS should be brought into a persistent asymmetric open world setting with multiple open-ended objectives instead of autistic set matches that devolve into bugman APM and millisecond build order timing.

For example, I played Eve Online and I think if some competent studio made a modernised version with more RTSy small fleet core controls and less punishing commitment requirements the result could be wildly popular.
Replies: >>2068501
Anonymous
6/16/2025, 10:22:18 AM No.2068501
>>2068410
>asymmetric open world setting with multiple open-ended objectives
Now explain why it's a good thing and why it's better than the classic formula, because I don't think you can.
Anonymous
6/16/2025, 3:11:45 PM No.2068613
Camera
Camera
md5: feb7181c3763196fc59dedbc7b35af9c๐Ÿ”
>>2056106 (OP)
>understand you DON'T need to bend the game for compfags: they will play *anything* popular, no matter how poorly designed & balanced your game is. Let them cry, compfags *actual* standards are low enough that even pokรฉmon has a competitive scene.
>short missions/matches
>stats lines that are different enough that there is no doubt who does what the best (so no spearmanii with 33Atk/32Def while the swordmanii has 32Atk/33Def)
>stats lines that are fully explicit (so no "this unit deal +1 damage vs hat-bearing-unit" hidden, with the hidden fact that horses count as hat-bearing-units when charging since balance patch 1.78a)
>at least one "OH SHIT" button, like WCIII's TP - so they get punished less harshly with they wander around like dumbass and got caught with their pants down. WCIII had the right idea but making it something you need to buy in a specific building isn't good for casuals
>remove active abilities unless they can safely have autocast ON by default
>make economy not nukable by a small rush - either with workers having ridiculous health&armor, or making the starting building have enough firepower to wipe anything in its vision radius that isn't at least tier II and/or upgraded
>have a bunch of noobtube units, very easy to counter and/or predict but that will absolutely steamroll a base/army if the opponent got complacent
>accept the above will be meta for 90% of the playerbase. Re-read first item in this list if you have an issue with that
>some mid-ish unit cap so shit can't snowball too hard for the winner
>every single blue-shell type bullshit mechanics you can think of, no matter how nonsensical or lore-breaking
>a huge "WATCH REPLAY FROM OPPONENT'S PoV" button when losing, that give money/xp/whatever, so the chance they actually learn something from their defeat finally move from 0% to 1%
Replies: >>2069210
Anonymous
6/16/2025, 3:20:49 PM No.2068618
>>2056106 (OP)
Total War but much more simplified.
Anonymous
6/16/2025, 3:44:45 PM No.2068631
>>2056444
>player physically present on the battlefield as a hero unit accompanied by fellow soldiers,
A la warcraft, or a la Tooth & Tail?
'cause the later wasn't exactly a success despite being more 'immersive'.
Replies: >>2069430
Anonymous
6/16/2025, 5:33:13 PM No.2068672
>>2056806
So... we just need Total War with proper base building, no campaign map, and actual map design?
Sounds feasible.
Anonymous
6/16/2025, 5:56:43 PM No.2068687
>>2062693
>artillery shooting over cover is bad
I do have found memories of using 203mm HE shells in direct fire mode in WoT.
Guess indirect-fire mode is a bug then.
Replies: >>2069446
Anonymous
6/16/2025, 10:39:57 PM No.2068968
1735628415168146
1735628415168146
md5: eb5171ac1ae8434078be782faecd7685๐Ÿ”
>>2056106 (OP)
Horny Gacha Waifu RTS.
With only PvE, and leaderboard-mission-clear-speed-based as "PvP".
Replies: >>2069003 >>2069191
Anonymous
6/16/2025, 11:50:14 PM No.2069003
>>2068968
GFL2 already exists thoughever, and racist potato will soon be added.
Replies: >>2069009
Anonymous
6/16/2025, 11:59:58 PM No.2069009
>>2069003
GFL2 is a small squad tactical game.
I'm talking full blown RTS with base building, large armies and vehicles.
Anonymous
6/17/2025, 2:54:00 AM No.2069087
>>2056106 (OP)
Civilization already exists
Replies: >>2069187
Anonymous
6/17/2025, 7:45:24 AM No.2069187
Slash-U-Slash
Slash-U-Slash
md5: 29f7a9b276b5e2215e2285128bdd6126๐Ÿ”
>>2069087
>Civ
>RTS
Anonymous
6/17/2025, 7:58:08 AM No.2069191
>>2068968
Gacha is normieshit now? That explains everything.
Replies: >>2069195
Anonymous
6/17/2025, 8:04:26 AM No.2069195
>>2069191
Genshin Impact pushed gacha from weeb-only stuff into normieland, yes.
Anonymous
6/17/2025, 8:55:45 AM No.2069210
>>2068613
Just have the game not be so heavily focused on micro. Twichy fingers arent fun.
Also, make so that if you dont build barracks between 1:02 and 1:10 it doesnt cost you the game.
Most games fall inti the doomstack pitfall if you arent hyper-proactive. So you are either being a complete sweatlord or are snoozing 90% of the game.
I dont know how it can be applied to RTS, but supply-chain games are great at naturally leading the player from one thing to the next.
Anonymous
6/17/2025, 9:35:45 AM No.2069227
>>2056106 (OP)
why do you want rts to appeal to normies? also the answer is SC2 WC3 DOW
>>2064161
>Normies won't touch mobas.
what planet are you from? every normalfaggot i know of played or is playing some moba trash and thats like the entire extent of their gaming experience in life. also not rts
>>2056806
total war aint rts
>bb-but it happens in real time
so does my dick in your mouth.
Replies: >>2069331
Anonymous
6/17/2025, 1:31:29 PM No.2069331
>>2069227
>total war aint rts
The strategy is turn-based, the tactics are real-time.
Anonymous
6/17/2025, 4:52:05 PM No.2069430
>>2068631
The later was indie and tried to be experimental with it's controls but created something unintuitive where you can't even point in a direction and say "go there", no, you have to BE where you want your units to go, or unintuitively in the entire opposite part of the map and use the "get away from me, fellas" command. Even fucking Pikmin has a more immersive and less retarded RTS control scheme, with the four main buttons for control being 'at ease, everyone', 'you lot, follow me', 'go where i'm pointing' and the 'throw' button.
Anonymous
6/17/2025, 5:01:02 PM No.2069436
>>2068077
Plenty maps have terrain but it's usually just "most units can't go through here, only bots can go here, and this is the tall mountain range you build the big gun on". Zero-K mod and all the TA variants with terraforming actually let you be strategical with terrain by sacrificing metal or unit firing to modify the terrain.
Replies: >>2069683
Anonymous
6/17/2025, 5:14:47 PM No.2069446
>>2068687
Artillery would have a trajectory closer to a parabola. This limits the positions the artillery can fire at to meet the angle requirement to not be obstructed by terrain.
Replies: >>2069466
Anonymous
6/17/2025, 5:42:53 PM No.2069466
>>2069446
SC's siege tank gun default to 45ยฐ when deployed, so it's definitively using a very parabolic trajectory.
Not that it matter much since the pic is just trying to be funny, but shitting on a game for not actually simulating proper ballistic trajectory for artillery pieces in a thread about making RTS more enjoyable to casuals is retarded.
Replies: >>2069518
Anonymous
6/17/2025, 5:49:00 PM No.2069474
>>2056106 (OP)
The skill part of an rts should be management and the mid late stage juggle, like Starcraft. Build order and hotkeys should be beaten by management of the juggle. When players attempt to balance a game they ruin this aspect. Strategy and tactics need to be able to beat hotkey and creep order.

I should be able to beat a tryhard like Grubby in WC 3 by teleporting my 3 orc heros to my 3 teammates and bloodlust shamans with 3 scrolls of speed and in a random 4's and win. Putting a cap on scoll of speed is balance, but using the scrolls of speed 3 times in row in the right place is the juggle. Stop appealing to what irl would be card counters and statisticians.

The rts should have features that allow a player to comeback late game despite not having gotten the creeps the fastest or hot keyed perfectly. Company of Heroes 2 has some commander abilities that do this and when they nerfed them they killed the game off.

Bottom line, the late game is about management and the juggle otherwise normies have no chance and cheaters are encouraged just to be able to participate.

For single player rts just do not break the game world with missions. An example of breaking the world is Fallout 4 putting an airship over the Forts artillery well within striking range of the cannons. Also suicide bombers on mutants when they could have trained molerats or hounds to have the bombs. So make sure the missions in single player do not break the game world or go against the factions setup. The factions should make sense too and the game should not be spawning random armies from the nether whenever player gets X amount of strong or progress. The enemy AI should make sense and not be blatantly cheating.
Anonymous
6/17/2025, 6:52:34 PM No.2069518
Screenshot_20250617-174311
Screenshot_20250617-174311
md5: 81b3193d30ae30bcf98bf73e2c0f3984๐Ÿ”
>>2069466
Regardless of distance, the terrain would forbid projectiles fired at 45ยฐ from hitting anything inside the triangle. The siege tank would have to fire at a higher angle, which means it would have to move closer. It would also increase the time it takes for the projectile to hit the target, which would matter if the target can move. Starcraft not simulating projectiles is one of the reasons why it is not considered an RTS, and so Starcraft is offtopic for this thread.
Replies: >>2069592 >>2069593
Anonymous
6/17/2025, 8:57:44 PM No.2069592
>>2069518
>Starcraft not simulating projectiles is one of the reasons why it is not considered an RTS
By your tiny echo-chamber of autists. Being as how Starcraft was THE breakout RTS hit that defines the sub-genre of strategy games in the first place, and the number of other influential titles pre-dating the technical feasibility of projectile simulation thrown out by it, whatever definition you're using is retarded.
Replies: >>2069705
Anonymous
6/17/2025, 9:00:50 PM No.2069593
2deep4me
2deep4me
md5: 25ab7d9b35089c6c5b6645c465601235๐Ÿ”
>>2069518
>Starcraft not simulating projectiles is one of the reasons why it is not considered an RTS
>RTS mean Real Time Simulating projectiles
Everything I knew about this genre got shattered.
I guess Quake is an RTS as long as everyone use only the rocket launcher.
Anonymous
6/17/2025, 10:59:01 PM No.2069683
>>2069436
Oh, there were plenty of maps with good hiding spots, both in the campaign (such as a certain mission where the enemy is in a crater that bombers couldn't hit from certain angles) and skirmish maps (especially any that involved Core Prime's towering plateaus).
Anonymous
6/17/2025, 11:44:23 PM No.2069705
>>2069592
Total Annihilation came out before Starcraft. There is literally no excuse for Starcraft to not have a projectile simulation other than to not be an RTS.