The faster gameplay didn't allow for much micro management of the various unit abilities however. The mines were useless, and often spamming a unit type was far more effective than using their abilities. Now actually using Shaman/Warlock CC is a viable alternative to using a few more units, and taking time to keep units alive in a fight via micro makes a huge difference.

The dragon is also far more fun to use now. Before it was good to pop off one or two moves then switch back. That could have just been replaced by some spells honestly.

I find the new pacing leaps and bounds better than it was. I've been playing the skirmish maps and campaign all day and can't get enough since the rebalance.

Also the faster pace before wassn't different from other RTS games It was just reminiscent of older ones like red alert or TA or even supreme commander. But none of those games focused on unit abilities or upgrades, which is the real sticking point for me here. If there were no active abilities the faster gameplay would be great, but the abilities beg for a more thought out and tactical pace.

Last edited by Goblin One Eye; 03/07/13 10:44 PM.