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- #Planetary annihilation titan specifications Patch#
- #Planetary annihilation titan specifications free#
PA is an efficient game for efficient people, and Titans greatest improvement lies in the ways it now communicates that efficiency to the player. Some people prefer efficiency and the construction of a well-oiled war machine to the minute tactical details that can decide a specific skirmish, or the operational decisions that decide a war. Occasionally you'll need to build a navy to attack or defend a coastline, or might be forced to rely on airpower to hit vulnerable positions, but on the whole PA foregoes the Art of War in favour of the Graft of War.
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Units scale in power and size but there's very little tactical variation between them. Like so much in Planetary Annihilation, the Titans are a bigger form of something else. They're introduced as large units that can walk through an army and that's almost precisely what they are. The tutorial begins with the Titans and, presumably by accident rather than design, immediately shows that they're not game-changers at all. There are new high-tier units in the other categories as well – naval, bot, vehicular and aerial – and a new tutorial to replace the limp video that came with the original game. They're enormous, capable of grinding armies into the dust and armed with super-weapons that can turn the tide of battle. The headline additions, as the title suggests, are the Titan units.
#Planetary annihilation titan specifications Patch#
Titans allows players to launch interplanetary nukes and to plough moons into their enemies' planets, but always comes back to fighting over a small patch of land. If ever there were a game that needed something new rather than MORE and BIGGER, Planetary Annihilation is it. Sadly, that's because the changes quickly bump up against the limitations of the current design, adding to it rather than significantly altering it. I've been playing for three days straight and that's enough time to convince me that this is the definitive version of Planetary Annihilation.
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The Titans edition – free to backers of the original and discounted for those who bought it after release – adds some flesh to the metallic skeleton of singleplayer, building on the Galactic War campaign mode that Uber patched in after launch. Titans adds, tweaks and modifies but does it do enough to make Planetary Annihilation worthy of a second look? I've been playing since late last week and here's wot I think.Īt launch, Planetary Annihilation had a singleplayer skirmish mode but concentrated its efforts on competitive multiplayer. Staff at Uber had worked on both games and their new venture was seen as a spiritual successor of sorts, pitting enormous robotic armies against one another, backed up by Commander units, supply-and-demand resource management, and base-building. The original game, Kickstarted and released last year, was trapped in the orbit of two RTS giants – Total Annihilation and Supreme Commander. And the fact that once completed, the former has three shots versus a single one of the latter.Announced and released today, Planetary Annihilation: Titans is an expandalone version of Uber Entertainment's Planetary Annihilation. In fact, allowing the Anti-Nuke to counter the Nuke is a mere function of how fast and easy players can build one vs the other. It simply removes a burden for the player. No having to manually load the launchers, or queueing missiles for them, wouldn't change anything. The player who wants to launch more nukes at the same time will have to build more Launchers, like now. No need to have a silos filled up with Nukes.
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I would add what you said, that hitting a Nuke Launcher would have a risk to ignite the Nuke itself, causing massive destruction on site. No intervention needed from the player - less micro, same result. So if you want to launch three in quick succession, you need to build three, like now.Įvery time the Nuke Launcher and the Anti-Nuke would launch a missile, they woult start reloading by themselves. The difference would be that the Nuke Launcher will have only one missile. But as soon as operative, it would start building the other two anti-nuke missiles in sequence by itself.īoth would re-load in automatic after launching one of their missiles. The Anti-Nuke would come pre-loaded with one missile as now. Why would the player build the Launcher, in the first place, if he didn't want the missile as well? So no need to queue a missile for a Nuke Launcher.
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The Nuke Launcher would require more time to complete than an Anti-Nuke as now but both would come pre-loaded. It makes sense, and it would discourage turtling up into small bases. So, a wise player would build those Silos a bit afar from the main base.
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