There are a few stalling arguments I'm seeing here:
"It's fine stop whining": a boomerang stance, since I can just say "it's not fine" and it holds just as much merit. Essentially it's just a prettier looking version of just saying "NO U" back and forth.
"Don't like it don't use it": completely ignores the content of another's argument. Can also be used to defend anything, like quite literally.
"Play another game": similar to "don't like don't use", it implies that there is no problem.
It's different when you say these and then explain why you feel the statement is most accurate, however.
RangerSG wrote...
Sorry, I like pausing. And the game was designed to ALLOW pausing. I also find the argument that 'true' real time is no pausing rubbish, since single player RTS games typically ALLOW pausing to give orders or at least prep them anyway.
Where's my "tactical pause" in Diablo? In Guild Wars? Dawn of War 2 campaign (especially co-op)?
RangerSG wrote...
So to sit there and say there's something wrong with the AI because it doesn't do what you want it to, but is doing essentially what the designers DESIGNED it to do, is a poor argument. And very much akin to saying you wish you were playing a different game. If you want an RTS, play Command and Conquer on line with a friend. RPGs have almost always been either turn based or allow pausing.
That would mean that the tactics system was actually not implemented to provide a more flowing feel to the combat, but to just have the player switch characters less. There's very little the tactics system allows you to order your characters to do, even less without a mod giving you automatically giving you 25 of them.
When word of "tactics" came around to me, I thought "sweet, it sounds like the awesomeness of GW's AI partners mixed a bit with FF12s tactics system". Super awesome. Unfortunately, this is completely not the case. The lack-of-depth of tactics customization proves this.
You're right that we should find another game to play, though. This is just one of many concerns revolving around the overall combat in the game. It's not a problem for those who came to this game expecting (and receiving) the story-driven direction of the game.