geeza said:Is Total Annihalation better than RA2? Ive got the cd but installed then uninstalled it for some reason ive forgotten
TA predates Red Alert 2 by a BIG margin, and is better than it in virtually every conceivable way.
![Smile :) :)](/styles/default/xenforo/vbSmilies/Normal/smile.gif)
geeza said:Is Total Annihalation better than RA2? Ive got the cd but installed then uninstalled it for some reason ive forgotten
Kreeeee said:Except RA2 works online and TA died an early death with online play
Edit: Can you guys post your specs and how it performs?
kalanium said:when/if they release more beta keys its currently full atm.
That was the only way to play TA imo.locutus12 said:but there will also be people like me who will sit down at 10 a.m. on saturday morning and finish the game at 6 a.m. sunday morning,
raz0rr said:That was the only way to play TA imo.
I hated playing games that were over quickly.
I refused to end a game until I'd been playing for at least 3 hours.
gizmoy2k said:In reply to loctus12 all i am saying that compared to previews and tech videos that i have seen i am dissapointed in how the game actually plays, even though it is beta,
gizmoy2k said:Its all good seeing the videos but when it comes down to it its all about how the end-user achieves the gameplay shown in those videos that made us ALL go WOW!
From what i have played of the game most of what is seen in the vids will be unachievable in online play as the game will simply not last long enough to build nukes etc,
gizmoy2k said:i mean graphic wise i think its average at the mo, the map size and zoom out is great but close in things are just too small to tell quickly what they are
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Kreeeee said:Except RA2 works online and TA died an early death with online play![]()
Kreeeee said:I'm on about decent games where people try their best to win. Not noncy rules liek "no rush" because some kids can't build fast enough.
Killerkebab said:I think he was trying to say that whilst he can't stand their rushing, no one will create rules against it and they'll just counter you.
I think.![]()
if you cant learn to stop a rush, then that's your own fault. you and your opponent have equal capacity's for resource gathering and manufacture, its up to you to work out how to stop them. there will be those that rush, but there will also be people like me who will sit down at 10 a.m. on Saturday morning and finish the game at 6 a.m. Sunday morning,
dark_shadow said:Does the beta support dualies?
Supreme Commander Beta v2.7 - v3.0 Patch This patch will update your beta client to v3.0 from the previous v2.7 version. Only used with people that are currently in the Supreme...
Size: 54.2 MB
Beta 30 is the result of a full integration from the game's main development branch, reflecting many changes to the game's code base. Only the highlights are included here.
Updated installer to adjust how DirectX and .NET 2.0 frameworks are installed.
Bumped the unit cap default from 250 to 500.
Fixed games not able to start when players added above number of slots.
Adjusted code to reduce number of GAL exceptions.
Adjusted code for better detection and debugging of desyncs.
Several color, prop, texture, normal map and effects adjustments throughout the game.
Several small balance and tuning tweaks.
Adjusted automatching lobby to keep person joining an auto-match from launching game incorrectly.
Adjusted ability for players to cancel an automatch search.
Various fixes for GPGNet chat issues, including crash when attempting to post an HTML link.
Fixed bug where units would get an unpause event when selected.
Swapped out placeholders for Aeon units where needed.
Removed the economy checks for units that don't need them.
Changed Defense tab to Unit Color and updated description.
Added new entry for Defense/Unit Color Toggle change
Animation fixes for UEF engineers, mobile AA units, tanks, sonar and strategic missile launchers.
Made flag to show intel radius of unit when selected be blueprint-driven rather than if the unit is mobile or not.
Fixed unbuildable mass markers where necessary.
Various fixes to main menu; ESC no longer brings up menu when loading.
Fixed commanders so they cannot be given via diplomacy.
Fixed unbuildable mass markers where necessary
Fixed world scroll when pushing mouse to edges of screen.
Fixed depth problem with bitmap combos.
Don't allow SetFocusArmy unless you are an observer, out of the game, or cheats are enabled.
Fixed lod1 for mobile heavy artillery units.
Gunships (and other units) will now fire at Aeon torpedo launchers properly.
Fatboy can now repair/refuel T3 air units.
You can no longer get double penalized for 'stacking' CDR teleports.
Aeon CDRs (and other beam weapons) now play the 'Fire' sound.
Broke out toggle buttons for intel, production, radar, stealth, and cloaking.
Adjusted code for better detection and debugging of desyncs."