Pace:
While I admit I was surprised to see the big recruit bonuses from capping structures done away with, I think I like the resulting pace much better. Capturing points doesn't turn into one huge recruit clickfest rush, and losing units while capturing a base actually hurts now, as you don't get an instant refund from the capture. It makes the strategy and unit composition and micro play a much stronger role than sheer volume. Rock paper scissors now actually matters! I think turning recruit bonuses off has added many more positive things than leaving the bonuses intact did. Bravo.
Campaign board:
Now in the campaign setting, the extra units bring in to a fight via cards and factories matter a heck of a lot more now that you don't have crazy income/production in RTS. And nixing research in forges/factories/aero makes your research choices matter. Great improvement.
However I am still encountering a bug where the immunity and ultimate immunity cards aren't working. The country are still freely attacked after and as the card is played.
Turrets:
I like the tougher turrets. They are no longer puny pushovers and the dragon overheats on one instead of wiping out 3 before he tires.
Dragon:
The dragon feels stronger now. With the pace and the skill increases from the patch, he's much more potent. That being said, I hope the AI will get dragons as it feels very one sided. And despite Dragon's update, he's still kept in check from playing ninja base raider with better turrets.
Overall after playing through an MP campaign vs AI (2v2):
Perhaps I've just gotten over the learning curve from putting quite a few hours in, but I think I like it way more than when I first started out (after this patch). I find myself with a nice balance of dragon playtime, macro and micro. The turn based strategy and mercenary reinforcements play a stronger role now. The start of an RTS game is slow and gradually increases as a round progresses, versus starting off with high intensity production from structure capture recruit bonuses. This brings it more in line with most RTSs that start with slow economy and gradually increase as players expand. Having the slow start makes those extra units (in campaign) matter for taking early recruiting centers to boost income.
Unit composition and micro play more of a roll as players are not effectively refunded losses for capturing contested bases.
All in all a big step forward methinks. But that's just from this player. Cheers to the Dev team. But if the things I am liking are veering towards mainstream and away from the core essence of Dragon Commander, than please take my perceptions with a grain of salt, and keep your game-feel true to Larian's goals.
At this point, I feel very gratified to having placed my preorder and suporting this product. I've only played Divinity 2: ego draconis for Larian titles, and I'm glad to be supporting them after seeing how much effort they put in, the quality of their product, QA, and their appreciation of the feedback from their players. Regardless of the future changes they may make, I'm pleased to support them.
Last edited by JadeViper; 03/07/13 01:00 AM.