QUOTE (TheTacoMan @ Jul 18 2010, 09:23 PM)

QUOTE (Glasseater @ Jul 14 2010, 07:33 PM)

the commander has always ruined the ta series for me ive never liked the concept of a unit that takes out your base when it dies. i really liked zero hour but for me again its those rts that have weapons that rape from such a large distance away which makes them annoying as hell at times. So many many rts go for that weapon that is just so overpowered.I guess thats why i lean more towards the blizzard rts and the aoe series
The concept of the super weapon is designed around stopping a turtle. In CnC games it is particularly prevalent - If someone decides to turtle in their base past the initial rush stage, it becomes almost impossible to break a whole in their defence. You could argue that there are counters to this such as units that outrange defense structures (V3 rockets ect), but a good turtler can take care of those.
The super weapon has enough drawbacks (you have to tech up, it costs a lot of money AND it has a recharge time) to balance it in most of the games it exists in.
i understand why super weapons were introduced but i still dont like them as the counter for the turtle. there is a reason most games with super weapons never became as popular for competitions as games such as wc3 and sc. I think resource limits are a more effective way of controlling the turtle.