*** Supreme Commander 2 ***

I'm still enjoying the occasional skirmish on TA with my 5000 unit cap :)
Mindless waves of units nuking each other to kingdom come is the only way to play the game :D

I'll be keeping an eye on supcom2...I do hope it's better than supcom1 though, I wasn't impressed :(
 
I could never get unit cap mods to work when i had TAUCP installed and the game was never as interesting without the new user made units and custom AI settings.
 
If they had of fixed the AI in SupCom1 as it was lame. Added a load of new units, and worked on a grid in which all the differing maps could be linked together. Each planet lets say had 20 maps that covered the whole planet. Each time you won a battle you could move to the next map but leaving behind your old defenses giving you the impression that you were fighting for a planet.... and a star map in which to move around. In other words SupCom 1 with fixed AI, new units and a turn based strategic map. Thats what they should have done with SupCom 2.
 
SC1 is one of our most played LAN games in the past few years. That being said, SC2 looks like it might not make into our LAN gaming rotation at all.. quite a few changes that at least on paper sound bad. Dumbing it down, simplifying, consolizing... you name it. Really need a demo to check out the new game mechanics before buying this one..
 
they've pretty much got rid of the massive scale and gone for a more traditional and more marketable traditional scale.

basically it's now just any other rts with robot dinosaurs in. :(

Wasn't the massive scale one of the selling points of the first game?

This is probably some stupid decision to make the game more console friendly :(
 
I have it on pre-order for £20; there seems to be a lot of conflicting info floating around about research, economy etc so till it's released it's all speculation (unless you can find a reputable source).

Looks like T3 is the mini-experimentals and some of the video's look pretty good (Kraken looks weird imo but the AC-1000 looks like a good gunship :D)
 
I wonder if they'll actually properly support their game this time (Demigod anyone?).

As much as I love Forged Alliance, it was horribly flawed in a lot of places, notably AI and even SoriansAI mod couldn't do much. Then came the boasts about multi-core use, which myself and my mates found to be rubbish when the unit count got high.

We'll be getting SC2 but I'm a bit worried about it's long term playability, especially with that daft looking giant transformer/anime bot screenshot doing the rounds and don't get me started on that Cybran red rhino thing.
 
I wonder if they'll actually properly support their game this time (Demigod anyone?).

As much as I love Forged Alliance, it was horribly flawed in a lot of places, notably AI and even SoriansAI mod couldn't do much. Then came the boasts about multi-core use, which myself and my mates found to be rubbish when the unit count got high.

We'll be getting SC2 but I'm a bit worried about it's long term playability, especially with that daft looking giant transformer/anime bot screenshot doing the rounds and don't get me started on that Cybran red rhino thing.

If Chris Taylor had focused the company on one or two games (like SC, forget Demigod and making 5 other games at once) then we'd get something better that would have long-term support. Maybe they didn't make enough money from the approach used in SC1, I don't know...
 
If Chris Taylor had focused the company on one or two games (like SC, forget Demigod and making 5 other games at once) then we'd get something better that would have long-term support. Maybe they didn't make enough money from the approach used in SC1, I don't know...

That's kinda what I liked about it though. It was so moddable that you could basically manipulate the game to suit your wants. As a result, the community made a mod foir pretty much any issues you had with the game, balance included. Not so much on MP though obviously.

On the unit cap thing, it was easy to raise it in SC and FA by editing a couple of files. I hope they keep that kind of accessibility this time but suspect the low cap is to stop people's PC's going into melt-down more than a fundamental gameplay move.

Also, with Sorian doing the AI for SC2, I'm hopeful it will be a bit better!
 
Quality of AI doesn't really matter if the gameplay just isn't what it should be.

PCs going into melt-down = get a better pc or lower the settings, not alter the gameplay to something that the series wasn't built on. Epic battles with 100s of units is what TA/SC is all about. The only problem was the AI when controlling that many units.
 
That's kinda what I liked about it though. It was so moddable that you could basically manipulate the game to suit your wants. As a result, the community made a mod foir pretty much any issues you had with the game, balance included. Not so much on MP though obviously.

The main issue was the game crawling even on high spec systems, because of the way units and projectiles were handled.

On the unit cap thing, it was easy to raise it in SC and FA by editing a couple of files.

At the cost of stability.

Also, with Sorian doing the AI for SC2, I'm hopeful it will be a bit better!

That's fair enough but the core game needs to be good, the AI alone won't rescue it. I'm not sure bringing SE along to "create a memorable story" is going to be a good thing. Maybe Taylor should have hired Chris Avellone for the writing :p
 
Quality of AI doesn't really matter if the gameplay just isn't what it should be.

PCs going into melt-down = get a better pc or lower the settings, not alter the gameplay to something that the series wasn't built on. Epic battles with 100s of units is what TA/SC is all about. The only problem was the AI when controlling that many units.

Can't argue with that, but it might encourage quicker tech'ing and less spamming, which might not be a bad thing. In fact, it'd probably get me online again.

I like the game series so much I just hope it's not a mssive dissapointment and tbh, I'm just looking for a slightly improved version of FA. I was kinda hoping it would force me to upgrage but looks like it's not :mad:
 
The main issue was the game crawling even on high spec systems, because of the way units and projectiles were handled.

I was lucky enough not to be affected by slowdowns and could run a big game with no real slowdown so that issue passed me by. To be fair though, I know quite a few others who were affected.

That's fair enough but the core game needs to be good, the AI alone won't rescue it. I'm not sure bringing SE along to "create a memorable story" is going to be a good thing. Maybe Taylor should have hired Chris Avellone for the writing :p

Very true. Fingers crossed! :cool:
 
Not sure why developers insist on hard coding options like unit caps. Why not just have it as a simple drop down option like games in the old days used to have. If people want small unit caps the host just selects it and vice versa for larger battles. It's only a unit cap after all so shouldn't be a massive issue!

The reason for the cap has to be because it is on the Xbox 360.
 
Not sure why developers insist on hard coding options like unit caps...

..The reason for the cap has to be because it is on the Xbox 360.

Good quess!! :p

Ah well, was looking forward to this game..shouldve known all would go wrong when SE took over. This is a bad year for RTS games :(







*launches 20 nukes in TA*

heeeeeeeeeeeeeeeeeeeeeee :D
 
I'm not sure if the unit cap is related to the game coming out on the 360 at all. It just doesn't make sense to gimp the PC version when it is outright capable of handling a lot more units. I think we're missing something here. I haven't been following the game's development though.

I am hoping the Sorian chap can produce some awesome feats of work now that he has full access to the code, as AI was my main complaint about FA - it seemed to only work well on certain maps, like Setons.
 
I do love SC:FA a lot, epic, but this unit cap is just going to make it so small scale which is silly for a game that is known as being epic

Stelly
 
Not sure why developers insist on hard coding options like unit caps. Why not just have it as a simple drop down option like games in the old days used to have. If people want small unit caps the host just selects it and vice versa for larger battles. It's only a unit cap after all so shouldn't be a massive issue!

The reason for the cap has to be because it is on the Xbox 360.

Because they don't like modding is my guess. No doubt they'll try to disguise it as trying to combat piracy as seems to be the way now.

How long till the game is available for pirating with a cracked unit cap? :D
 
If the unit cap is really 120 then there's 0% chance they will see a penny from me for it, not until they increase it to at least 1000.
 
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