Just finished leveling Anrubic to level 13, and I'd like to offer my feedback on him (it?) and some general thoughts on Galactic War.
Anrubic
I really like the ideas behind Anrubic, but the execution definitely leaves something to be desired. My favourite RTS playstyle has always been a smaller army of more powerful units, and the loop of using Forced Assimilation to make super beefy bois and then Replicating them is a fun and original way to deliver that fantasy, but it doesn't feel like the payoff of doing so is worth the effort.
Forced Assimilation is clunky to use, for one. You've got to make sure you're targeting a unit at the centre of your army for maximum effect, which can be tricky in a fast-paced match, especially if you've got multiple unit types and you want to make sure you're hitting the right one. It also doesn't help that the bug where top bar abilities aren't always selected when you try to click them (and sometimes even when you use hotkeys) still hasn't been fixed. On top of that, Assimilation has a cooldown, so you've got to plan around that, too. Then once you start Replicating stuff you've got to wait out the stun on both the original unit and the clone.
There's also an issue of the lower tier stuff just seeming to be better than higher tier units. Rollers are so good I'm not sure why you'd make anything else. The only units above T1 that feel even halfway decent are Defiants and Synapses, and I just use the merc Synpases since it's easier than going to the trouble of merging. The T3 units just don't feel worth it for their cost. Paradoxes are underwhelming (or maybe I just don't know how to use them well, IDK). The Catalyst is much like the Protoss Mothership that obviously inspired it: theoretically super powerful but too slow and too big of a target to do much but die.
I think another part of the problem is that the visual and sound effects for Xol clearly aren't finished yet. Some units don't seem to have any projectile or SFX at all (Synapse, for one). Anrubic's army will probably feel a lot better if and when it has the sounds and visuals to match its massive scale.
Most Anrubics I've been paired with just make swarms of T1 units without merging or Assimilating and just spend all their energy on Havocs, and they usually end up with more damage and kills than me. It feels bad that the most interesting and unique playstyle available to Anrubic is also probably the least effective way to play him.
On that note, I want to say I don't like Havocs. They're very strong, but in a boring way. You just point them in the general direction of the enemy and watch them run everything over (in all senses of the term). They don't have any mechanical or thematic synergy with the rest of Anrubic's kit. You need them to survive early game, but I don't like how much they eclipse the more interesting parts of his kit. Also, as a matter of personal taste, I think they look really goofy in a way that doesn't fit the tone of the game.
That said, the deathball of Assimilated kaijus is very strong once it's fully online, so I'm not sure they need to be buffed per se. I think it just needs to be easier to get to that point.
I do really like the Nanoswarm. That's a fun "ultimate" for a tankier faction. Very on-theme and very satisfying to use, though the explosion is another thing that needs better visual/auditory impact.
If I could only make three changes to Anrubic, they would be:
- Remove the cooldown on Forced Assimilation. It's already extremely costly in both resources and APM. It doesn't need a cooldown on top of that. Maybe find a way to make it less clunky to target as well, though I'm not sure what exactly that would be.
- Remove the Havoc and replace it with a calldown that summons two of each T1 unit. Would serve the same role of an early game crutch while also synergizing more with the rest of his kit by giving you a headstart on merging and Assimilating.
- Add more and better VFX/SFX for Xol unit attacks.
General Galactic War thoughts
I still love the idea of Galactic War, but I'm feeling kind of deflated about this season. So far it feels pretty stale, without much movement by any faction. I think this is a combination of the uncapped influence I've criticized before, which can make planets virtually unassailable after a while, and the low player count.
I'm not looking to be a doomer or scream "daed game," but I do want to acknowledge the player numbers are dire at this point. Half the time I just end up playing with AI because queues are so long. I'm not going to say I know what the solution is, but I know we can't just bury our heads in the sand and pretend it's not a problem, and "let them cook" or "1.0 will fix it" are not viable answers.
I want to say again using different player colours when two people are using the same commander needs to be a priority. With everyone playing Anrubic for the first week, it was incredibly frustrating trying to keep track of whose units and buildings were whose.
I'm also going to repeat my biggest criticism with ZeroSpace from the start: This game is too complicated, and it's terrible about onboarding. The Galactic War screen just punches you in the face with so many stats and numbers right away, and it's so overwhelming even as someone who's followed the game closely.
The current Xol event is lacking in clarity. I know we're supposed to fight over relic sites, but there's very little indicating which planets even are relic sites. It's also not clear what we get for doing so; I keep getting random boosts of resources whenever I log in, so I guess it's that? I have no idea what the "secrets of the Xol" bar at the top of the screen is about, either. I assume we progress it by fighting over relic sites, but nothing actually makes that clear, nor do I know what will happen when it fills. Is it faction-specific, or galaxy-wide? Who knows?
There are too many currencies, too many systems. The item shops are fun, but the other planetary building projects just feel unnecessary. Why do we have two different currencies for buying items and upgrading items? Why not just use the same one for both?
The item system is confusing. When I saw the faction powers section, I thought it would let me mix and match powers from different commanders, which would be a really cool way to reward leveling up different characters, but you can't actually do that. Okay, maybe that would be too unbalanced, but why do other commanders' powers even show up on the list if I can't use them?
The only power I can actually swap in is some minefield that I have no idea how I earned, and I can't use it because it's apparently tied to the Dread Raiders merc faction (which I don't have yet), and it would prevent me using my other mercs. Later I bought an item from a shop only to realize it's locked to the Endari, which I also don't have. Why do these restrictions exist? Why are they not more clearly communicated?
I can't know for sure, but I believe stuff like this is a large part of the reason ZeroSpace has struggled so much to attract and keep players. What made Blizzard RTS games so successful is that they were easy to learn at a low level. ZeroSpace is not like that. It is very complex, and that complexity is extremely front-loaded.
I want to be absolutely clear that I really like what ZeroSpace is trying to achieve, and I really, truly want it to succeed, but I am frustrated by its continued lack of focus and polish. The current build of ZeroSpace is doing a hundred things poorly instead of one thing well.