Supreme Commander 2

Nasty. Basically you need the full amount of resources now to buy something, then the resources are instantly taken from your total, C&C style.


The death of queuing up insane bases and simultaneously building loads of stuff?
 
Nasty. Basically you need the full amount of resources now to buy something, then the resources are instantly taken from your total, C&C style.


The death of queuing up insane bases and simultaneously building loads of stuff?

http://forums.gaspowered.com/viewtopic.php?t=37227

There's another discussion there, with a poll. I like that idea of a proper tutorial campaign. Perhaps with some specific comments about unit usage.

I'd rather they fixed the engine threading issues and left the economy alone, apart from some minor streamlining so I don't have to babysit resource structures or engineers as much.

GPG forum thread said:
In short: take SupCom. Fix the engine. Streamline the economy. Rebalance slightly. Give the game to a bunch of economists and optimization mathematicians and have them construct a model that tells you exactly what is the most efficient way to play the game (what to upgrade first, etc.). Give their findings to a bunch of technical writers who sum it up for the next phase. Give the technical report to an ergonomics design company. Have them construct the interface to reflect the important points mentioned in the report in accordance with the science of human range-of-attention. Then have an award-winning short-story writer (yes a SHORT STORY WRITER, because a short story must hook you and then twist you in a short period of time) construct an engaging tutorial campaign that explains everything in the technical report.

I can hope...
 
All I want from SupCom2 is better performance along with better graphics. Some new units and a new storyline. It doesn't need to be simplified - just possibly made a bit easier to keep track of so it has a less prolific effect on the game.
This potential change to C&C resources sounds awful.
 
I'd rather they sorted out the main code as above. FA just has so many issues as it stands and it's clear that the devs have given up on patching them - hell theres a community bugfix mod out that does a good job of that.

FA AI is laughably poor on various maps, and even Sorian's AI or any other AI mods don't help that much.
 
I swear Total Annihilation was a much better game than Supreme Commander, is this just nostalgia or was it actually better?
 
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I sweat Total Annihilation was a much better game than Supreme Commander, is this just nostalgia or was it actually better?

In some senses, possibly (you still needed an uber PC by 1998 standards to play a bigger map with several AIs). But Hawk\Vamp spam in late game got boring, SC stopped that problem by making air superiority fighters unable to engage ground units.
 
In some senses, possibly (you still needed an uber PC by 1998 standards to play a bigger map with several AIs). But Hawk\Vamp spam in late game got boring, SC stopped that problem by making air superiority fighters unable to engage ground units.

Gunship spam more than counters that.
When my friends and I play we just put a ban on Gunships, spamming T3 gunships is ridiculous, they can shred there way through air supremacy like nothing else and have enough health and firepower for anything but insane amounts of ground bases AA to be negligible too.
 
Gunship spam more than counters that.
When my friends and I play we just put a ban on Gunships, spamming T3 gunships is ridiculous, they can shred there way through air supremacy like nothing else and have enough health and firepower for anything but insane amounts of ground bases AA to be negligible too.

If we're talking Aeon, then Restorers cost a lot of mass vs ASFs. You can have 1.5x the number of T3 ASF for the same mass. Problem is people don't scout enough and there's a small time lag between T2\T3 that leaves outlying areas vulnerable to T3 gunship spam.
 
Yes you can have a lot more Air Supremacy fighters, but Restorers can each take down a few ASF's without much issue in my experience. Come late game the cost in spamming non experimental units is trivial.
 
Yes you can have a lot more Air Supremacy fighters, but Restorers can each take down a few ASF's without much issue in my experience. Come late game the cost in spamming non experimental units is trivial.

Actually, my bad, it takes 1.5 ASFs to kill 1 Restorer, but you can get 3 ASF for the mass cost. Only problem is energy.

Sounds like they weren't being micromanaged then, setting a patrol or attack order alone isn't good enough. Or there's a Paragon up giving the Aeon a resource advantage. You must be playing someone of equal skill for your games to be lasting that long though...
 
Fair enough, I've not done a proper test with any accuracy, just based on what I have observed. There is usually so many other things going on that you can really break the game down into numbers.
 
Fair enough, I've not done a proper test with any accuracy, just based on what I have observed. There is usually so many other things going on that you can really break the game down into numbers.

Well, I'll give you this much, the Restorer build time is about half of the other T3 gunships so I can understand your complaint to some extent. But as long as you use your ASF swarm properly there's no reason why you couldn't defeat someone who is purely building Restorers. Also, the Cybran ASF has stealth IIRC so you can ambush them...

Oh, if I remember right the Aeon don't have Kennels or Hives to assist their factories.
 
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The problem is the fact that once a side has air supremacy it is very difficult to come back from it. Doesn't happen as much with land/navy.
Not to mention Seraphim not having any T3 gunships :'(
 
The problem is the fact that once a side has air supremacy it is very difficult to come back from it. Doesn't happen as much with land/navy.

Hope that you have a lot of mobile flak guns, a spread-out base(s) and an ace up your sleeve (like a stealthed tac missile ready to snipe their ACU).

You must be playing custom because I've not yet gotten to T3 in a competitive Forged Alliance match.

Not to mention Seraphim not having any T3 gunships :'(

The Seraphim have that restoration field bug though ;) and their T4 isn't bad either...
 
Yeh I play custom games with friends, haven't played public online since the game came out. So I'm likely pretty lacking in skills against those with more experience against more than the 5-6 other players that I play regularly.

The restoration bug is something I noticed for the first time the other day actually, it's one on my list to make the most of more often xD
I love their T4, although I think Cybran still has the best Experimentals.
 
Yeh I play custom games with friends, haven't played public online since the game came out. So I'm likely pretty lacking in skills against those with more experience against more than the 5-6 other players that I play regularly.

Harsh as it sounds, you'll get a lot better by playing competitively :p analyse your losses with the replay feature.

The restoration bug is something I noticed for the first time the other day actually, it's one on my list to make the most of more often xD
I love their T4, although I think Cybran still has the best Experimentals.

On the typical 1v1 maps, Monkeylord = cheap (only 18k mass) + stealth = win. :) As long as you protect it from aircraft...

Soul Ripper is a waste of mass though (unless your opponent forgets to build T3 air), as is the Scathis (better to use T3 mobile arty). Can't remember the exact figures but the Megalith is pretty average I think.
 
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