and each of your units possess an energy meter similar to an RPG hero's mana pool that allows them to use these abilities but needs recharge. ![]() and your units have to fall back to base to get reinforced (unless you build special stuff with a tactical HQ choice), they have to decide what weapon to equip, they have special abilities like grenade blasts, orbital bombardments, teleportation, assault jump etc. In Dow II the map itself is strategic, with stuff blocking line of sight there is (fully destructible) cover etc. All you need to do is build more workers for a faster economy, never mind map control. In Starcraft II you start with workers and a huge pool of recouces two feet from your main base building.how convenient. Build stuff and then spamspamspamspamspam units till you meet an enemy blob of units and then your unit blob steamrolls them and then you pump more units from your base and conquer the map that way.ĭawn of War II on the other hand feels like a far more mature game - no base building means no turtling - you have to aggressively start occupying the map to gain the economic upper hand. I have played Starcraft II - it plays like a kid's game. ![]() When Starcraft II has like 250,000 players at any given time on Battlenet and Dawn of War II Retribution has like 1,000 players at any given time, you realize SC II is 250x more popular than DoW II: Retribution
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