To quote myself from the patch thread:
Quote
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 at hte start of RTS. And nixing research in forges/factories/aero makes your research choices matter. Great improvement.

Last edited by JadeViper; 03/07/13 01:09 AM.