
Direct Hit: Missile War offers a deep strategic experience to those weary of the never ending stream of Command and Conquer clones that dominate the real-time strategy market. Direct Hit brings many fresh ideas to the table, in particular: separate player maps, and the replacement of classic RTS units by customizable missiles.
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, Russian, German*languages with full audio support
Engagement
Hours played at review time, across 24 reviews with recorded playtime.
Reviews
I like the concept of each player trying to build up their base on their own map and only shooting missiles at each other, but it's not very well executed. You spend all your time micromanaging problems like having enough storage space. The interface is clumsy too. It ends up being more frustrating than fun.
What can I say but rubbish, if you want to waste time and money buy this game it is that bad. It has poor user controls, poor instructions / none, poor music nearly drove me nuts, 20 years behind modern games. What would make it work better, Instructions Better music User controls Spent more time developing this game Research Graphics A better story line
游戏有BUG且一直未解决更新
Direct Hit: Missile War is one of the Best Si-Fi RTS Game. If you are looking for a good Si-Fi RTS game and want to see somthing diffrent from other RTS...then Direct Hit: Missile War is best one. Future Tech Buildings and diffrent Missile Technology feel us diffrent experience. We can Play campaing with two diffrent Opponent if we wan to play with Easy difficulty then we may go for easy opponent and if we want to play Hard then go for a another opponent with High or Medium Difficulty at the starting. OR we may go for easy at starting to get unlocked some Advanced Missile Tech then you may go for High or Medium Difficult opponent.--- so the Stratagy is depend on you. Over all.... I setsfy with this game. I also shared some screen shot of this game for Public on my steam.
A frase "eliminar a concorrência" nunca teve tanto sentido, aqui você controla uma empresa afim de extrair recursos naturais de planetas novos, mas é cheio de concorrentes, e assim as duas empresas são colocadas pra uma explodir a outra. Educativo, não? Hahahaha, simplesmente muito bom, confiram a análise completa: http://www.nerdmaldito.com/2014/08/direct-hit-missile-war-um-cms.html
Requires micromanagement. Needs refinements to be fun. I wanted to like this game, because I like the idea of a missle command game. Everywhere I look in this game, I see an unnecesary roadblock to do what I want. This game takes time to figure out (which is acceptable for complex games) but you do not get much help. Confusing tutorial screens only hint at how the game works. There is a large basebuilding component to the game, but you cannot rotate the buildings. Precious space is wasted trying to accomadate this artificial limitation. When I want to build missles, I must first build all the parts myself. This might be ok, but the build screen in the factory is so clunky that you waste a fair amount of time trying to say what you want to build. You cannot choose amounts of things to build, you can only slowly increase the count one by one. (The count is not increasable in, say fives or tens). You can also choose to build as many as materials allow, but I don't want to store that many. You can also not queue different types of production, so after building 5 missle engines, you must wait for the production run to complete before you begin to 5 missle cameras, and so on. After you do manage to build a missle, you must target and fire them one by one unless you have multiple launch facilities, despite the launch center having six visible missle tubes on it. Once you fire the missle into the unknown enemy area, the lowest level recon missle reveals a 3x3 grid of squares of a perhaps 50x50 enemy playing field. Once I had fired 5 such missles into the enemy area and found nothing at all, I realized i was having no fun. Other imperfections include needing to cancel out of screens you are in to defend against incoming missles (there should be a reliable direct way), a thiiin story, and a background song that plays only once before being silent. I'm assuming later technologies will make attacking and scouting the enemy more easy, but I'm not willing to suffer through the battles needed to get them. So, what would it take to make this game fun? Once a missle is designed, I should be able to build them directly at the factory. Allow quicker and better control over the numbers of things I'm building or selling. Make it easier to plan and fire vollies of missles.
The game's pace of the AI is a real problem. Any development on future content / updates are abandoned. Overall found the game lacking in fulfilment.
Bugged, crush in game - confirmed. = Unplayable...
what a let down
好玩,但是游戏崩溃的次数太多了,一局游戏内又不能保存
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Concurrent players on Steam, sampled daily since tracking started.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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