Total annihilation maps and units
So probably there is an higher proportion of useful units in TA0īut another thing who give the impression of low number of units is the fact most of the main units have similar versions in other races. With the old TA core you used an mix of crashers(AA) morty(main masses killer) dominators(main building killer when you go Kbots) with some Fast attack Kbots(for seeing better the ennemy army and main buildings they also have an vaguely correct attack) if you used also vehicles you also had some goliaths and some other stuff it is sure there was more than half of the units who were useless one quarter who were very situational(like the sumo or the can who can be good if you have an factory near because they move too much slow) and the last quarter was the often used units in masses or not (Like that fighter airship or the morty or the thuds or the scout airship who is never used in masses but was useful)
![total annihilation maps and units total annihilation maps and units](http://www.cityarts.com/dm4114/totalAnnihilation/TArev_files/image004.jpg)
![total annihilation maps and units total annihilation maps and units](https://media.moddb.com/images/mods/1/15/14125/INTRO_09.png)
Total annihilation maps and units generator#
Leveler is indeed an weird looking tank but it is mainly an cannon with an way of locomotion there is no cabin because there is no driver(it is an core unit) and there is few shielding for economizing metal but as the cannon needs correct stability and to be able to rotate fast in all directions there is two axes of freedom and he have large excentred trails and wheels for not having the tank falling each time it shoots.īut it probably does not have an miniaturized engine but an electric motor(what take up most the space in current electric motors is battery and in TA producing many energy is not hard and can be done in very few space) so I would opt for the Miniaturized electricity generator answer which is not more logical(the unit produce energy when static and consume when moving) TA0 does not seems to feature an magical technology allowing weird tanks to move better than others.
Total annihilation maps and units full#
Most maps feature ground, air and naval battles and therefore lead to a very varied game with lots of different units and play styles.ĭo not forget you are from far and so that all those small stuff is not visible and so TA tank is not make for being put in full screen and from far they can be a little comparable to real tanks while those TA0 tanks does not looks realistic even from far and even looks non functional also the small turret is explainable easily as the current plasma technology allows to concentrate extraordinary amounts of energy in very small energy pellet who explodes on hitting something and so the limitating factor of the attack could be the generator of the tank and not the cannon look at some others plasma cannons often they are not huge and when they are it is often because they use higher amounts of energy. A more detailed feature list can be found here. Although being based on a outdated engine, the visual aspects were increased (new very detailed models and handmade textures with a distinctive theme for each faction) and the controls/gui are on par with modern RTS games. In addition the TA engine allows you to dodge projectiles, which leads to very interesting and satisfying encounters.
![total annihilation maps and units total annihilation maps and units](https://cdn.wikimg.net/en/strategywiki/images/6/68/Total_Annihilation_boxart.jpg)
Therefore it has a lot of aspect from other RTS games like Starcraft Broodwar or C&C mixed with the streaming-resource system, which allows you to queue production. Soft counters play a major role, while still having some hard counter units. The game in general is more tactical and positional but still fast paced.
![total annihilation maps and units total annihilation maps and units](https://www.retroheadz.com/wp-content/uploads/2019/06/total-annihilation-pc-retro-review-770x481.jpg)
For example most units benefit from a high ground advantage. Every unit has to be microed differently and the terrain plays a prominent role. Compared to the original Total Annihilation the gameplay shifted from "macro" oriented gameplay to "micro" oriented one (do not be afraid, there still is a lot of macro involved).