*** Supreme Commander 2 ***

Thye need to ramp up the base defences for us turtles, the AA is not powerfull enough as they send waves of 50 gunships and take them out in 10 seconds, we need some sort of experimental structural units and i cant see the point in the photo brain lab thing as by time u get it you are nearly maxed in research anyway, more hardcore structures are needed
 
PMSL @ new Patchnote 'balance' fixes. How could they have gotten it so wrong in the first place?
Balance and Tuning

* UEF P-Shield shield Health increased by 25%
* Universal Colossus can now also be unlocked by researching the Urchinow
* Overcharge cooldown increased to 35 seconds. Was 25
* Transport build costs increased by 50%. Reduced Health to 4000. Was 4500
* Darkenoid primary beam weapon Damage increased by 50%
* Cybran Air Radar, Cybran Air Vision, Illuminate Land Vision, UEF Air Vision, UEF Land Radar, UEF Naval Radar and UEF Naval Sonar research all reduced by 1 Research Point
* Illuminate ACU Radar boost increased to +175%. Was +100%
* UEF ACU Radar and Vision boosts increased to +150%. Was +100%
* UEF Fighter & Bomber shield Health decreased to 175. Was 200
* Gunship Speed reduced to 6. Was 8. Shield Health decreased to 150. Was 600. Build Time increased to 27. Was 24
* UEF ACU Artillery research cost increased to 6. Was 4. Damage Radius reduced to 5. Was 6
* Cybran mobile artillery Movement Speed reduced to 2.8. Was 3.2
* Cybran Carrier build cost reduction of 33% added
* All factions' ACU AA upgrade Damage increased by 25%
* Airnomo cost decreased 10%. Health increased to 13,000. Was 10,000. AA damage increased 50%. Direct Fire damage decreased 50%
* Cybran Battleship AA Damage reduced by 40%​
Bug Fixes and Improvements

* Private games have been replaced with Friends Only games. This means that you can mark a game as "Friends Only" and it will only be seen in your friends' "Friends" tab
* The game browser has two new filters: Show Passworded games, and Show All Regions (both off by default)
* Added "Test Ping" to the Skirmish menu, which will simulate in game traffic volume (based on number of players) for 5 seconds. This will help players find problematic network connections before getting into a game
* Color coding on pings in skirmish lobby. When a ping is greater than 400 it will be yellow, and when greater than 500 it will be red
* Games list in the games browser can now be sorted on each column
* Cybran and Illuminate air factory veterancy fix: factories now calculate veterancy rate correctly
* Fix to ACU not firing after activating its reclaim beam, while issuing a move order
* ACUs can now be attacked while under water
* Air units are no longer damaged if they fly over an activated Magnetron​
 
I dont like the ACU being attackable under water. Where are you supposed to go on Setons when your up front and under heavy land attack ?

PMSL @ new Patchnote 'balance' fixes. How could they have gotten it so wrong in the first place?
Balance and Tuning

* UEF P-Shield shield Health increased by 25%
* Universal Colossus can now also be unlocked by researching the Urchinow
* Overcharge cooldown increased to 35 seconds. Was 25
* Transport build costs increased by 50%. Reduced Health to 4000. Was 4500
* Darkenoid primary beam weapon Damage increased by 50%
* Cybran Air Radar, Cybran Air Vision, Illuminate Land Vision, UEF Air Vision, UEF Land Radar, UEF Naval Radar and UEF Naval Sonar research all reduced by 1 Research Point
* Illuminate ACU Radar boost increased to +175%. Was +100%
* UEF ACU Radar and Vision boosts increased to +150%. Was +100%
* UEF Fighter & Bomber shield Health decreased to 175. Was 200
* Gunship Speed reduced to 6. Was 8. Shield Health decreased to 150. Was 600. Build Time increased to 27. Was 24
* UEF ACU Artillery research cost increased to 6. Was 4. Damage Radius reduced to 5. Was 6
* Cybran mobile artillery Movement Speed reduced to 2.8. Was 3.2
* Cybran Carrier build cost reduction of 33% added
* All factions' ACU AA upgrade Damage increased by 25%
* Airnomo cost decreased 10%. Health increased to 13,000. Was 10,000. AA damage increased 50%. Direct Fire damage decreased 50%
* Cybran Battleship AA Damage reduced by 40%​
Bug Fixes and Improvements

* Private games have been replaced with Friends Only games. This means that you can mark a game as "Friends Only" and it will only be seen in your friends' "Friends" tab
* The game browser has two new filters: Show Passworded games, and Show All Regions (both off by default)
* Added "Test Ping" to the Skirmish menu, which will simulate in game traffic volume (based on number of players) for 5 seconds. This will help players find problematic network connections before getting into a game
* Color coding on pings in skirmish lobby. When a ping is greater than 400 it will be yellow, and when greater than 500 it will be red
* Games list in the games browser can now be sorted on each column
* Cybran and Illuminate air factory veterancy fix: factories now calculate veterancy rate correctly
* Fix to ACU not firing after activating its reclaim beam, while issuing a move order
* ACUs can now be attacked while under water
* Air units are no longer damaged if they fly over an activated Magnetron​
 
Good to see AA damage increased, especially for ACU.
Also good to see that they are listening to the communities and responding to the criticism quickly. They just need to sort out the lobby as most games still display "Unable to join".

For a quick online blast, this game is fun. Hope they continue to support the game for some time - additional units, structures and enhancements as well as patches/balance tweaks, unlike most games these days where a limit of budget is placed on after-support.
 
What would be ace if they release a revival unit - revive the opposition's gunned-down gunships and send them back with added interest.
 
1) use you research points to get sheilds

2) use your enginners to build MASS generators then get one of them to build 2-3 electric stations, then regroup your enginners to the front. then start building point defences and AA like crazy. including your acu, you should have about 20 each in under 2 minutes.

3) Then get your acu you build at least 2 shilds to cover them. This should be enough to hold off any ground or air attack for the next 30mins. keep two enginners at the front fixing things to keep them alive

4) In the mean time build about 1 land base and give it all option ungrades and 6 research stations, then research point go through the roof.

5) Use land stations to curn out engineers

6) when avalable build at least two experiamental land bases, start curning out experiamentals both land and AA types. wait until you have at least 12 land attack experimentals.

7) Roll out and kill everything

8) all maps done within 45mins.

Never fails
 
LOL, I hope your kidding.

1) Experimental's are not worth the equal mass of tanks
2) Artillery Beats PD
3) Where are you getting all the mass from?
4) Nukes

1) use you research points to get sheilds

2) use your enginners to build MASS generators then get one of them to build 2-3 electric stations, then regroup your enginners to the front. then start building point defences and AA like crazy. including your acu, you should have about 20 each in under 2 minutes.

3) Then get your acu you build at least 2 shilds to cover them. This should be enough to hold off any ground or air attack for the next 30mins. keep two enginners at the front fixing things to keep them alive

4) In the mean time build about 1 land base and give it all option ungrades and 6 research stations, then research point go through the roof.

5) Use land stations to curn out engineers

6) when avalable build at least two experiamental land bases, start curning out experiamentals both land and AA types. wait until you have at least 12 land attack experimentals.

7) Roll out and kill everything

8) all maps done within 45mins.

Never fails
 
1) use you research points to get sheilds

2) use your enginners to build MASS generators then get one of them to build 2-3 electric stations, then regroup your enginners to the front. then start building point defences and AA like crazy. including your acu, you should have about 20 each in under 2 minutes.

3) Then get your acu you build at least 2 shilds to cover them. This should be enough to hold off any ground or air attack for the next 30mins. keep two enginners at the front fixing things to keep them alive

4) In the mean time build about 1 land base and give it all option ungrades and 6 research stations, then research point go through the roof.

5) Use land stations to curn out engineers

6) when avalable build at least two experiamental land bases, start curning out experiamentals both land and AA types. wait until you have at least 12 land attack experimentals.

7) Roll out and kill everything

8) all maps done within 45mins.

Never fails

I am sure that comment was concerning multiplayer, not the campaign.
 
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