>>15975130
Ground Control was a real treat to play – I wish some of its mechanics like directional armor, elevation, shadows etc. made it into other strategy games.
GC2 felt nothing like the first game, I couldn't get into it after finishing GC1.
The sequel did away with the squad-based gameplay and unit customization and played like a cookie-cutter RTS for the most part.
You get to play none of the old factions and you gotta mod the game just to play the enemy faction with walkers and hoverdynes.
I've yet to finish GC1's expansion. The expansion's campaign is good enough for the first few Crayven missions, but the overall quality plummets afterwards.
The story gets really convoluted and the pacing is just horrible – the expansion feels like none of the original devs and writers had any hand in making it.
The missions are heavily scripted to the point where the enemy may airdrop its entire army on top of you if you step out of line slightly.
Not to mention the overuse of certain enemy types (like artillery turrets/units and attack aerodynes).
The only real upside to the expansion is the unit additions for Crayven and the Order.
It's nice having the Phoenix mercs as a third faction, but they're weirdly imbalanced.
Phoenix vehicles accelerate really slow, making light vehicles a bad investment and heavy vehicles more unwieldy than their counterparts.
Somehow, the Phoenix snipers can one-shot aerodynes and wreck artillery and drone carriers in a few shots.
>>15975293
I'd argue that bombers are fine for the damage they can cause, as long as they're covered by point-defense and other aerodynes.
I always bring scout aerodynes to pinpoint enemy AA, artillery and aerodynes; the deployable radar that basic infantry have is also useful in central areas or near an enemy base.