Play style. I'll be using CoH as an example but also reference other games such as SC, WC3, C&C (all of them) and maybe a few others.
Play style plays the biggest role in if you are a successful player in an RTS or not. Skill level matters very little if your specific play style is not present in the game, or if the play style you have chosen does not fit into the faction you are playing. This, for me, is one of the biggest reasons I stop playing RTS after a short period of time. Trying anything besides the norm almost always results in your defeat.
In Company of Heroes, a WW2 RTS, the Americans are seemingly forced to spam Riflemen. They are a cost effective unit that is very decent at medium ranges. They can be upgraded to use BARs, to throw grenades, and to use sticky bombs. They're great. The reason why the Americans are forced to spam Riflemen is because it is their only viable start.
Every game, if you want to win against anyone with some form of skill, will have you queue up an engineer, build a Barracks with your engineer that is already on the field, and start building Rifles ASAP. You then use your 2 engies for early point capturing power.
It's. Very. Typical. And after doing it 10,000 times you start to wonder "Hey, why isn't the Weapon Support Center a viable start?" And then you begin to examine the issues with a WSC start and the WSC as a whole.
The American factions strength (and really, their only strength) is that they have a great early game point capturing power... that is to say that they can grab most of the map quicker than your opponent. "Great!" you've said to yourself. "It sounds like this side techs up!"
No. This side extends the Tier 1 game as long as they can or goes for a very quick Tier 3 for a vehicle that is great against infantry and other light vehicles. That is it. That's all the Americans can do. This play style is very poor and reminds me of the AoE series where, in order to win, you had to tech up to Chariots ASAP.
I really miss games like Starcraft where you could adjust your play style based on what type of unit you liked. For example, if you played the Zerg, you could use the atypical zerg rush strat, play defensively, or do just about whatever you wanted. There is balance to be had.
In WC3 you could specialize in a certain kind of unit, such as Mages for polymorph or those Orc bird shaman guys that had the tornado. The variety to the strategies is what made the game fun. However, there is still an issue with these RTS as well.
If your play style just so happens to not exist in that game (In SC it was fast-teching and early base harassment) then you're simply not going to win against any skilled opponent. More recently we've seen RTS made where they divided the factions up into different play styles a-la C&C Generals but this, again, has a major flaw. If you go against what your faction was designed for then you've probably lost.
This is terrible game design. I shouldn't know what my opponents strategy is simply because he's a certain faction. I shouldn't know that my enemy is going to G43 (CoH Panzer Elite upgrade on a their Panzer Grenadiers) spam simply because he is the Panzer Elite. I shouldn't know that my enemy is going to play defensively because he is the Wehrmecht. It's just not fun.
RTS makers need to start addressing the issue of play style and I think they are starting to do so. Battleforge (http://www.battleforge.com/) seems to be capitalizing on this and I'm fairly happy about that. I really wish that cookie cutter builds that we've seen in RTS since the dawn of time (this faction rushes, this faction techs, this faction plays defensively) gets tossed out the window and play style plays more of a role than what side you choose.
Also, stop making maps where one side and strategy is always going to dominate. Stop it.
Play style plays the biggest role in if you are a successful player in an RTS or not. Skill level matters very little if your specific play style is not present in the game, or if the play style you have chosen does not fit into the faction you are playing. This, for me, is one of the biggest reasons I stop playing RTS after a short period of time. Trying anything besides the norm almost always results in your defeat.
In Company of Heroes, a WW2 RTS, the Americans are seemingly forced to spam Riflemen. They are a cost effective unit that is very decent at medium ranges. They can be upgraded to use BARs, to throw grenades, and to use sticky bombs. They're great. The reason why the Americans are forced to spam Riflemen is because it is their only viable start.
Every game, if you want to win against anyone with some form of skill, will have you queue up an engineer, build a Barracks with your engineer that is already on the field, and start building Rifles ASAP. You then use your 2 engies for early point capturing power.
It's. Very. Typical. And after doing it 10,000 times you start to wonder "Hey, why isn't the Weapon Support Center a viable start?" And then you begin to examine the issues with a WSC start and the WSC as a whole.
The American factions strength (and really, their only strength) is that they have a great early game point capturing power... that is to say that they can grab most of the map quicker than your opponent. "Great!" you've said to yourself. "It sounds like this side techs up!"
No. This side extends the Tier 1 game as long as they can or goes for a very quick Tier 3 for a vehicle that is great against infantry and other light vehicles. That is it. That's all the Americans can do. This play style is very poor and reminds me of the AoE series where, in order to win, you had to tech up to Chariots ASAP.
I really miss games like Starcraft where you could adjust your play style based on what type of unit you liked. For example, if you played the Zerg, you could use the atypical zerg rush strat, play defensively, or do just about whatever you wanted. There is balance to be had.
In WC3 you could specialize in a certain kind of unit, such as Mages for polymorph or those Orc bird shaman guys that had the tornado. The variety to the strategies is what made the game fun. However, there is still an issue with these RTS as well.
If your play style just so happens to not exist in that game (In SC it was fast-teching and early base harassment) then you're simply not going to win against any skilled opponent. More recently we've seen RTS made where they divided the factions up into different play styles a-la C&C Generals but this, again, has a major flaw. If you go against what your faction was designed for then you've probably lost.
This is terrible game design. I shouldn't know what my opponents strategy is simply because he's a certain faction. I shouldn't know that my enemy is going to G43 (CoH Panzer Elite upgrade on a their Panzer Grenadiers) spam simply because he is the Panzer Elite. I shouldn't know that my enemy is going to play defensively because he is the Wehrmecht. It's just not fun.
RTS makers need to start addressing the issue of play style and I think they are starting to do so. Battleforge (http://www.battleforge.com/) seems to be capitalizing on this and I'm fairly happy about that. I really wish that cookie cutter builds that we've seen in RTS since the dawn of time (this faction rushes, this faction techs, this faction plays defensively) gets tossed out the window and play style plays more of a role than what side you choose.
Also, stop making maps where one side and strategy is always going to dominate. Stop it.