I remember hearing about this game a while ago - think it was a mod at the time? Loved Renegade even if it was a bit rough, I loved being in that world.
My first thoughts were really positive - everything is new and learning was enjoyable. Then I found myself in a 20 minute fight (in a total of ~40min game) where nothing happen, as in Nod had us stuck in a position we couldn't push forward and they were slowly, and I mean incredibly slowly pushing forward. They have tanks, so I go something to counter them - I feel like I'm just shooting a whole bunch of nothing. I'm doing damage, I see the health go down but they're repaired faster than it takes my second shot to come out. I mean I've heard of a bullet sponge games but this takes it to a totally different level.
Then the maps! Okay so I've only played 4 of them, not sure how many there are, but talk about keeping in the spirit of C&C. Every map I've played feels like a meat grinder and one dimensional. If it has verticality, it's so far from the single corridor that you get no advantage, or sight is completely blocked. The path's just feel totally disconnected and holding a location never seems to reward much in pushing forward, except for the odd mass rush. It seems like you get few options of attack. I don't know if this is because nod has such a huge advantage with stealth units in the game that too many options gives them an unfair advantage? I don't know. What is the idea behind the design of the maps? One path for vehicles, another for infantry? If we push forward and claim a new location, why am I not given an advantage? Why does it feel like the only advantage comes for the other team who in no fault of their own, cause a stalemate because of how fast it is to accumulate battlefield strength? You spawn in the battlefield.
You know what I hate the most in every beloved C&C game (we don't talk about 4). The engineers man - and holy crap I didn't think they could get anymore annoying. Is there any reduction when engineer's repair on a target being hit? They add nothing to the gameplay besides turning anything they touch into a machine of which health is irrelevant. Oh and because there is so little options to use verticality so you can look down and take them out, because the vehicle they're healing act as an invincible shield, they have such small windows to eliminate them - I found myself just sacrificing myself to just get a chance to kill one - which is really brutal if you're GDI. Just feels like a really unenjoyable reward loop.
The economy seems for the most part irrelevant? I usually had enough credits to spawn what I wanted in, win or lose in the battle. The first wave of combat feels good, then it's just a team shooter where you pick what you want. Units that are expensive and powerful are just so easy to get the game goes from low power level to a few minutes later being at max power level. There was this one time I got the most expensive unit I could buy, saw a box, ran over and collected it and actually got demoted to a worse unit?! I sure as hell am not running over those again.
If you've made it this far through, thanks for reading. I'm not trying to bash the game as much as draw some really huge flaws that don't for the most part see requiring a massive rethink of implementation of the programming. The maps I feel are a major let down. Apart from looking interesting (I see you UDK assets), they just feel uninspired and lack a gimmick. No real flow to the battlefield, a meter or two, it's all the same space - you're just now closer to the enemy. Set the bases next to each other with a small battlefield and it will result in the same choices and gameplay experience made by the players. I strongly believe a lot of the meat grinding experience can be changed with a rethought to map design. Give the tanks some room to breath. Give infantry options to ambush. Make it feel like there are choices other than brute force.
My 2 cents.