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 Post subject: Re: Supreme Commander 2
PostPosted: Sun Mar 07, 2010 1:26 pm 
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Joined: Mon May 18, 2009 11:34 pm
Posts: 321
Lets hope they bring out a map editor soon

The fact that maps were reduced in size to where you can sneeze on your opponent in SETONS CLUTCH prooves that there ARE HARDWARE limitations. The game is much faster than before because of it. The point of experimentals of just being a unit with a name isnt the point of being an experimental compared to the first game, and what im hearing from experimentals being end all units in FA, guess what, THEY ARENT. If you're speaking of say the Paragon, sure it's pretty much GG, If you're able to get one up before your opponent overruns you since you cant possibly build one of those and maintain large scale production. If you decided to build an experimental 10-14minutes into a match (which I can do no problem) the likelyhood that the pressure you can put on an enemy dies down so much that the likelyhood of a brutal counterattack is very high and it would be tough to hold it back. The widely used experimentals such as the fatboy, monkeylord, and GC are: weak but longrange, fast but paper, powerful but slow respectfully and after being built is when they're weakest. If you dont develop a proper counter quickly enough, you DESERVE TO LOSE.

Now 2 common tactics, for Aeon, is to build a loyalty gun and capture inbound units including experimentals then send them to the experimental teleporter and port them into the enemy base, GG. Another that works very well in team games is to ACU rush, basically build 4 research stations and dump all the points into the ACU tree to beef it up. Since research is instantaneous, there's very little thought process involved

Since units are so cheap and economies so easy to develop without thought as far as how to BALANCE your economy, it becomes hardly better than your typical CnC clone.

Experimentals that give sides certain advantages without being able to be countered AT ALL, indicate MASSIVE GAMEPLAY ISSUES Godfroi.


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 Post subject: Re: Supreme Commander 2
PostPosted: Sun Mar 07, 2010 1:31 pm 
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Joined: Tue Apr 28, 2009 1:50 pm
Posts: 759
It's a totally different game.

It's very strange to play it multiplayer. I forget I am playing something related to Supcom. It's... very hard to describe. You have the same strategic zoom and icons, patrols, etc... But none of the buildings are even CLOSE to similar. Experimentals are built in specialized buildings.

Honestly, instead of having tiers, just imagine that t1 Supcom is all that you get, except that you can upgrade the stats on your t1 units throughout the game to make them better.

Experimentals are... strange. Cybrans, except for the Soul Ripper, are kinda Red Alert 3 ridiculous. A flying brain? A robot mixed with t-rex dna (seriously, this is the unit descrioption)?

The pace is totally different. Colors, presentation, everything... different.

It's fun though. I guess we'll see if that lasts nearly as long as Supcom did with its depth, variety, and ever expanding user created content. I don't think it will, but I've been wrong before.

Honestly, it plays like a fast paced CnC with Supcom's strategic zoom and unit orders.


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 Post subject: Re: Supreme Commander 2
PostPosted: Mon Mar 08, 2010 2:28 am 
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Joined: Tue Apr 28, 2009 1:50 pm
Posts: 759
God in heaven... The Single Player is horrible.

It's like watching a low budget, poorly animated and horribly voice acted Saturday morning cartoon.

Mary and Joseph, it's awful. In general, the overall production quality of Supcom 2 is CRAP compared to Supcom 1. The whole game is cartoony.

Supcom1 - http://www.youtube.com/watch?v=kpIGKK1p4PY

Supcom2 - http://www.youtube.com/watch?v=JLow9U_grXg


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 Post subject: Re: Supreme Commander 2
PostPosted: Mon Mar 08, 2010 4:28 am 
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Joined: Sun May 03, 2009 2:52 pm
Posts: 188
Jesus that video looks bad, wtf was that I'm double taking. Thats the video to introduce you!? to draw you in?


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 Post subject: Re: Supreme Commander 2
PostPosted: Mon Mar 08, 2010 4:45 am 
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Joined: Tue Apr 28, 2009 1:50 pm
Posts: 759
Yes. That is the "feel" of Supcom 2.

Don't get me wrong. The gameplay, aside from the general cartoony feel, is still fun. But the scope, seriousness, and scale of the SupCom we all loved - not even close.


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 Post subject: Re: Supreme Commander 2
PostPosted: Mon Mar 08, 2010 10:45 pm 
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Joined: Mon Jun 15, 2009 8:59 am
Posts: 99
Location: next to rebel's mom..
Hey. Thanks for the great conversation on this game. Since the kid, I have been strapped for games and I have had to be more choosy. Based on what I have read I can skip this game. It just is not tickling my fancy like some other RTS games have. There is no fuzzy feeling about it.


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 Post subject: Re: Supreme Commander 2
PostPosted: Sun Jun 06, 2010 2:53 pm 
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Joined: Mon May 18, 2009 11:34 pm
Posts: 321
SupCom2 is officially 50% off on Steam. A whopping $10.99!!!

Get it while it's hot and goes back up to *gasps* $21.99.

With how quickly the price dropped off on it, I think I just wet myself because im laughing so hard.


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