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RSS Reviews
7

Campaign Commander

Mod review

I think the mod is great, but unbalanced as hell.
Hunters: WAY to powerful, and should be a squad unit (pairs!)
Zealots: Also WAY to powerful, I can't stress that enough. They are Infantry(!) that can take 90mm of tungsten to the face and keep on going.
Drop ships: I'm not going to say they're to powerful, I'm going to say they start shooting way too early. I suggest a shorter landing time.
Fuel-rod shades: Weaker shorter range and problem solved. Currently FRS to scorpion tank rate is one to one, and should be in favor of the tanks.
AI: Should use infantry more in later stages, as it gets really hard as the UNSC when everything is Hunters or zealots.
Jackal snipers: Should have some with carbines and should be garrison-able.
Snipers in general: Should be better against light vehicles.
Special abilities: Should be more common, for example: Standard infantry should have their factions grenade as an auto ability.
Range and damage: Should link with line of sight, and should be increased according to weapon.
Transports ( or more to the point the lack there of): Using infantry can be a pain be cause of movement speed. A vehicle capable of moving one or more teams of infantry quickly across the map.
Speed: Movement speed is unusually slow in this mod. It can ruin a game as I have found.
Unit cap: TOO SMALL! I could deal with the other problems if this was rectified. A simple doubling or tripling would fix this problem.

All in all, a good mod. room for improvement, but it's a beta, so not finished. Still better than Halo Wars(By about three fold). Keep up the Good Work.

1

Star Wars - Clone Wars

Mod review