oo Kosma oo said:
Hmmm really? Interesting.
I must admit I was counting unit numbers.
It's not even the numbers so much as the dynamics between units.
Cruisers beat Bombers even if the Bombers strike first. Cruisers can fire on other Cruisers, and every other sea unit.
Md Tanks don't rule the roost with Neotanks around (superior firepower
and movement). Normal Tanks are an early game unit whereas in AW1 they were good from beginning to end. Mechs also lose some of their power; previously the only ground unit they had to avoid even with a first strike were Md Tanks, but now Neotanks are in the equation.
Artillery is better than before not because it's changed in the slightest, but because Neotanks cost 6000G more than Md Tanks but are equally threatened by Artillery, which is a relative budget unit. B Copters are in a similar boat to Artillery, improving by proxy because there are other more expensive units that they can do significant damage to.
And then there are like 25 more COs than the ones in AW1, plus they have super CO powers and equippable skills. And they can get on tag teams, which have their own dynamics of boosting luck and firepower, or even subtracting firepower, depending on the characters' compatibility storyline-wise.
Some of the older COs have new day-to-day abilities also, for better or worse; Sonja always ignores one terrain star of defense, Sami doesn't have the transport movement boost, and Max is toned down to non-brokenness.
Plus there are the new terrain features you haven't seen, pipes being the most important but also towers, missiles, and then some campaign-only stuff like Black Cannons.
And the weather has had some changes, since snow doesn't slow movement but doubles fuel consumption, and rain invokes fog of war even if FOW's turned off. Sandstorms are new, and decrease the range of long-range units.
I could go on for a while since I love AW, but I won't.
I'm just saying, there have been huge leaps in balancing and gameplay... As long as these carry over to AWDS2, you should have a great time.