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Brolly
Caldari Gangrel Mining and Security
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Posted - 2010.02.26 00:30:00 -
[31]
Very underwhelmed by the game, it feels clunky, the planes struggle and get trapped on scenery, tech tree is meh. Going to wait until it goes down to ú6 on steam, shouldn't take that long :P
I really think they have gone the wrong way with it. Maybe they did all they could with sum com and FA, ahh well, there will always be mods.
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Taedrin
Gallente The Green Cross DEFI4NT
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Posted - 2010.02.26 04:30:00 -
[32]
Well, I just played the demo, and here's what I have to say about it:
A) No ability to speed up or slow down time? BOOOOOOOOOO!!!! B) All of that research makes it so that you have to "specialize" into a certain unit type. I don't like it. In the original SupCom, you had to have a well balanced force in order to defend yourself. SupCom 2 seems to encourage you to focus on only one unit type. C) Limited number of unit types is actually probably a good thing. In SupCom 1, you teched up to level 3, then ignored everything else. In SupCom 2, each unit is "useful". D) No emphasis on static defenses. In SupCom 1, one of the things I loved doing was building an impregnable fortress with hundreds of overlapping shield generators. Then inside that protective shield, I would start building loads of heavy artillery (or the UEF experimental artillery) in an attempt to overpower the enemy's own impregnable fortress. All I've seen in terms of static defenses in SupCom 2 are shield generators and horrible point defense/air defense buildings which don't have enough range to be truly effective. E) Wussified experimental units SUCK. Experimental units in SupCom 1 were a significant investment mid-way through the game. They could make or break a battle. In the demo, a handful of units are capable of taking down an experimental. F) Graphics look cartoony, and low res. Maybe they did this to make the game easier on the computer, but I think the art style is just plain wrong. G) I might be wrong, but it seems that the game is longer using a physics simulator to determine how you shoot stuff. In SupCom 1, certain types of weapons had difficulty hitting moving targets. From what I've seen in SupCom 2 when a unit shoots another unit, it is ALWAYS a hit. H) Voice acting appears to be a bit better in SupCom 2. I) From what little I could tell from the demo, the story and characters are going to be a bit more developed in SupCom 2 than they were in SupCom 1. But isn't a huge improvement IMO.
Anyways, I have a feeling that I might be dusting off my copy of SupCom 1 shortly. ----------
Originally by: Dr Fighter "how do you know when youve had a repro accident"
Theres modules missing and morphite in your mineral pile.
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Lance Fighter
Amarr
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Posted - 2010.02.26 05:04:00 -
[33]
Edited by: Lance Fighter on 26/02/2010 05:04:28
Originally by: Taedrin
G) I might be wrong, but it seems that the game is longer using a physics simulator to determine how you shoot stuff. In SupCom 1, certain types of weapons had difficulty hitting moving targets. From what I've seen in SupCom 2 when a unit shoots another unit, it is ALWAYS a hit.
I noticed certain missiles missing, like the ones from the cruiser.
Also, the lack of differentiation between aircon/landcon/seacon annoyed me. Fun. Hovercon  OHGODS BELOW THIS LINE IS MY SIG !!!! SRSLY! Blane Xero > Lance is at -0.9 sec status with a 1 million bounty. Lance is also amarrian. Thats 3 evil points |

Victor Valka
Caldari Preta Light Industries Naraka.
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Posted - 2010.02.26 05:09:00 -
[34]
Originally by: Vogue Especially with the Xbox 360 version...
Aaand there's the reason, ladies and gentlemen. 
Originally by: Spaztick You are not outnumbered, you are in a target-rich environment.
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York Ston
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Posted - 2010.02.26 06:31:00 -
[35]
Just finished the demo and am beyond disappointed. They have taken out everything that made supcom unique and awesome and made it just like every other crap RTS.
-Economy system completely killed, same as WC3 now basically -MAJOR graphical downgrade. I realize that SC1 was hard on the computer but christ this just stepped back 5+ years. -No more tech system, research based unit unlocks(anyone who says T1-2 units became useless in SC1 has never felt the fury of an armada of continentals loaded with lobos dropping in your base) -Experimentals are a joke. They used to be expensive and long to build, and very vulnerable under construction. But when they were finished they were a force to be reckoned with and well worth the cost, often being a battle decider. New experimentals are just slightly beefed up units that cost 5x as much and require a special factory. My "experimental gunship" got eaten in short order by only 5-8 fighters. -Base defences are a joke, pathetic damage and range so any kind of defensive position is pointless. Victory is going to be based purely on initial build order and rushing(sound familiar?)
The voice acting and story look like they wil be more fleshed out but in terms of the actual game, this just seems like a step back in almost every area.
I was so excited...
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Cikulisuy
Amarr The Maverick Navy IT Alliance
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Posted - 2010.02.26 07:41:00 -
[36]
very disappointed tbh, it just doesn't feel like supcom, supcom is massive planet destroying warfare with hundred of different units all shooting at each other, world-destroying mega-machines with absurd lasers decimating hundreds of enemies, this just seems so weak :( nub> you cant mine so you kill. |

Bellum Eternus
Gallente Death of Virtue MeatSausage EXPRESS
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Posted - 2010.02.26 09:03:00 -
[37]
TBH, SC was pretty fail when compared to how brilliant TA was and is. This is even worse than SC. :[ -- Bellum Eternus Inveniam viam aut faciam.
Tier 5 Battleships
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Smith
Caldari Destructive Influence IT Alliance
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Posted - 2010.02.26 12:07:00 -
[38]
Not very impressed. If felt like a simplified version of SupCom, but not is a good way. I kept thinking this is more like Command and Conquer 3 than actually SupCom. Many of the concerns made in this thread echo my fears. I know its a demo but it will be interesting to see what the game reviews will be like. I certainly will not be preordering it. Acting DICE CEO "Smith"
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Katarlia Simov
Minmatar Cowboys From Hell
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Posted - 2010.02.26 15:34:00 -
[39]
Originally by: Bellum Eternus TBH, SC was pretty fail when compared to how brilliant TA was and is. This is even worse than SC. :[
Depends what you compare really. If you look at TA with its full set of expansions, that was superb. Then the fan made unit packs made things increadibly over complex.
Supcom had a much more even curve I feel, and had missions with EPIC scope, but a few more bits would have been nice, especially the laser/missile/cannon differentiation from TA.
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Vogue
Mercurialis Inc. RAZOR Alliance
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Posted - 2010.02.26 17:29:00 -
[40]
Supcom FA had a good 'rock, paper, scissors.' approach with its units. And you had to juggle with trying to get air, sea and land superority. An 8 player game on a large map really comes into its own with good team work.
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Valea Silpha
Abortion Clinic
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Posted - 2010.02.26 18:18:00 -
[41]
Originally by: Vogue Supcom FA had a good 'rock, paper, scissors.' approach with its units. And you had to juggle with trying to get air, sea and land superority. An 8 player game on a large map really comes into its own with good team work.
So true. Everything has its counter, and unless you have them to hand you probably cant even retreat before you loose most of your guys. Wonderful :)
<Hammerhead> TomB is doing the nerfing <Hammerhead> I just stand behind him, look at his monitor and shake my head |

Nova Fox
Gallente Novafox Shipyards
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Posted - 2010.02.26 18:53:00 -
[42]
Edited by: Nova Fox on 26/02/2010 18:53:55 I dont see the similarities between WC economy and Sup Coms 2 economy at all, still running out and salvaging things and building mass extractors on nodes still. Only major difference I see now is that you cant get into resource debt anymore. Unit cap? barely notice it.
The research system is neat keeping tier 1 units relative in a end game time frame something that wasnt viable in the first sup com. So instead of having 50 dozen units a side to do the same thing they've reduced the number by great strides and just have them all upgrade between the levels of technology.
Colors are gawd awful cartoony though the maps do feel small.
However one major difference I notice in this game over the first one in single player is pacing. In the first game I just normally blobbed my enemies to death, in this one however i find myself constantly throwing units at the problem and hopeing to solve it in some cases (and in some cases it dont work). Dumbing down the game probably did lead to this being more possible with play styles.
Story and voice acting is a hell lot better than most rts i ever played, SC2 is probably going to barely beat it probably. Aside from few bugs and few path finding issues I have little to no qualms about the game so far.
Oh the research tree doenst force specialization unless you make it so. In the demo I had to multi prong attacks because one front wasnt offering enough to save the other. So there is still some sort of wet paper rusty sissors and dull rocks going on.
Other than that ill probably pick a copy over CnC4 any day. Pre-order your Sisters of ≡v≡ Exploration ship today, Updated 24FEB10
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M'ktakh
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Posted - 2010.02.26 19:35:00 -
[43]
Originally by: Nova Fox Edited by: Nova Fox on 26/02/2010 18:53:55 I dont see the similarities between WC economy and Sup Coms 2 economy at all, still running out and salvaging things and building mass extractors on nodes still. Only major difference I see now is that you cant get into resource debt anymore. Unit cap? barely notice it.
But that was the whole ****ing point of the TA/TAK/SC economy. You had a constant flow and a constant drain of resources, and you could tap into that resource flow anytime, anywhere, in any manner. You could set up a bazillion of orders, and they ticked down as your resource flow got high enough. This is fundamentally different from a "pay x, get unit x" model.
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Zeba
Minmatar Honourable East India Trading Company
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Posted - 2010.02.26 20:00:00 -
[44]
Well after beating the demo in record time even on hard I'll pass on the strat that won it. Build a token defence and don't expand and so trip one of the scripted escalations then build tons of research stations and max out all the research. Then build up to your unit limit and blob everything on the map. Pretty much exactly how the missions in FA were won in that as long as you didn't trigger anything and kept to the original base you could just tech all the way up to t3 and build a bunch of experimentals that then went on to crush the rest of the map. As far as multiplayer this is going to be yet another memorized build order game were you lose as soon as you click the wrong key. Man that is just gonna be AWESOME!!!!!111111oneoneleventy
The one positive comment is that the actual storyline looks to be pretty decent so far which is probably due to hooking up with square. I love our hero who reminds me of barney the security guard from half life. Same everyman face and full quiver of one liner quips in his deadpan voice. Plus the poofy cybran commander reminds me of every cross gender anime enemy turned ally I have ever seen. When his first words were a flaming "HAI Dominic!" I almost chuckled. Lastly about the graphics I don't think the demo shipped with the highest quality textures as it was less than 2 gigs. A vanilla install of fa is around 7~15 gigs so I'm sure that the shipping product will have much higher levels of detail.
Summary: Yet another game that I will wait to go on sale from steam only because the singleplayer looks promising if they can get the balance right and every map isn't won by exploiting the triggers.
Originally by: Istvaan Shogaatsu The only thing separating us from frightened, feral monkeys is running water on tap, fuel in the tank, and current in our wall sockets.
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Katarlia Simov
Minmatar Cowboys From Hell
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Posted - 2010.02.26 21:07:00 -
[45]
Edited by: Katarlia Simov on 26/02/2010 21:12:36
Originally by: Zeba Build a token defence and don't expand and so trip one of the scripted escalations then build tons of research stations and max out all the research. Then build up to your unit limit and blob everything on the map. Pretty much exactly how the missions in FA were won in that as long as you didn't trigger anything and kept to the original base you could just tech all the way up to t3 and build a bunch of experimentals that then went on to crush the rest of the map.
Thats kind of true, but I found that it made multiple play throughs a lot more fun. First time out you always ended up being almost on your last legs after you assault to the objective, and it taught you to turtle up and stroke your economy, so that the escalation wouldn't beat you down. Luckily I'm one of those crazy people who LOVE to turtle their base and THEN deal with the bad guys. It was nice that it was actually viable to do that in SC, and it allowed a kind of strategy where a failed attack was no biggie and where you couldn't loose because of a single mistake.
Thats always been my annoyance in most strategy games, where you send you guys out to kick some ass and when they run into unexpected and previously unmentioned superweapons or nuclear warheads, your base gets immediately pillaged.
On further playthroughs of FA, I had a great deal of fun spending 10-12 hours (in +10 gametime) on the top difficulty before going out and harming people. Then maybe you try and play a mission without using experimentals, or aircraft or whatever. Loved it. Still love it tbh. Fairly often I'll kick into one of the missions and practice building a base under fire. Really keeps you on edge and having to react, not just memorise the best build queue.
Edit -
I really don't think that a good story can save an RTS. It can save almost any other kind of game, but in RTSes it can become a bit ludicrous. Like the FMV kicks in and people talk about a brutally hard fight and heroic fallen comrades, when in fact you just nuked the guy apart and didn't even loose a bot. Its like the movie about the conflict is being made as it happens, and the events happening are only loosely related to the ongoing story. Seems weird.
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MooKids
Caldari Azure Twilight Engineering
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Posted - 2010.02.27 01:00:00 -
[46]
While it may have some issues from the demo, I don't think it really breaks the game. Sure there are some features missing, but to me, it still has that SupCom feel. I for one have already preordered it and look forward to it's release. -------------------------------- CCP can patch away bugs, but they can't patch away stupidity. |

Nova Fox
Gallente Novafox Shipyards
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Posted - 2010.02.27 02:07:00 -
[47]
Edited by: Nova Fox on 27/02/2010 02:09:46
Originally by: M'ktakh
Originally by: Nova Fox Edited by: Nova Fox on 26/02/2010 18:53:55 I dont see the similarities between WC economy and Sup Coms 2 economy at all, still running out and salvaging things and building mass extractors on nodes still. Only major difference I see now is that you cant get into resource debt anymore. Unit cap? barely notice it.
But that was the whole ****ing point of the TA/TAK/SC economy. You had a constant flow and a constant drain of resources, and you could tap into that resource flow anytime, anywhere, in any manner. You could set up a bazillion of orders, and they ticked down as your resource flow got high enough. This is fundamentally different from a "pay x, get unit x" model.
That model is as old as rts itself almost.
The also the demo is very enjoyable tripping triggers though early as possible. Pre-order your Sisters of ≡v≡ Exploration ship today, Updated 24FEB10
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Irida Mershkov
Gallente Honour Before Death Nominis Expers
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Posted - 2010.02.27 20:39:00 -
[48]
After just upgrading my computer to play FA with decent results, I'll give this a spin but the new stuff seems a bit eh.. mixed opinions in the thread too. Please tell me the Cybranosaurus isn't as lame as it looks though? The Megalith and Monkeylord were awesome.
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Vogue
Mercurialis Inc. RAZOR Alliance
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Posted - 2010.02.27 20:42:00 -
[49]
Cybranosaurus totaly reminds me of Zoids!
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Sokratesz
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Posted - 2010.02.27 20:43:00 -
[50]
Originally by: Nova Fox Mod Teams to the Rescue!
I hope they announce Homeworld 3 soon though its been far to long.
Man. Homeworld 3. It better be good or I will an hero.
CSM Iceland meeting minutes - READ THEM :D |

Creepy Goat
Schindlers Ignore List
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Posted - 2010.02.27 21:28:00 -
[51]
Originally by: Sokratesz I will an hero.

If the devs need any encouragement to make a Homeworld 3 i will happily lend them my gf.
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Vogue
Mercurialis Inc. RAZOR Alliance
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Posted - 2010.03.07 02:10:00 -
[52]
Have played the game a fair bit now. Its good but:-
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Zions Child
Caldari Carthage Industries Consortium.
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Posted - 2010.03.07 02:27:00 -
[53]
Originally by: Creepy Goat
Originally by: Sokratesz I will an hero.

If the devs need any encouragement to make a Homeworld 3 i will happily lend them my gf.
Lol. God.... what I'd do to get someone to work on Homeworld 3.... _________________________________________________________________ You just lost the game, my friend... Wrong! - Cortes
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Irida Mershkov
Gallente Honour Before Death Nominis Expers
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Posted - 2010.03.07 02:32:00 -
[54]
Originally by: Vogue Have played the game a fair bit now. Its good but:-
Haha. Is the plot actually about the UEF being super republicans and slaughtering the Cybran homosexuals? that's what I picked up from the demo.
Originally by: Victor Valka
Originally by: Vogue Especially with the Xbox 360 version...
Aaand there's the reason, ladies and gentlemen. 
SupCom 1 had a console version, so this isn't really a reason at all.
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Shadowsword
The Scope
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Posted - 2010.03.07 11:25:00 -
[55]
Edited by: Shadowsword on 07/03/2010 11:27:21 SC2 should have indeed been named Supreme Commander Lite.
Imagine playing SupCom with only tier1 unit. Short-ranged defenses, 5-7 ground units, 3-4 air, 3 naval, plus the experimentals, and that's it. For hte aeons and cybrans they even fused fighters and bombers in a single unit, poor console gamers would have been lost with too much units.
No synergy between buildings, erratic pathfinding, no more buildings to increase your metal/energy storage, no extractor upgrades... All has been dumbed down...
Graphics... I wont hold it against them, since it does have a signifiant effect on the frame-rate
Storyline: suck, and the voice-acting... Oh, God, the voice-acting! So full of surprises you can guess what the characters are going to say before they do, and they convey the feelings of a rock. Like, when the hero learn his wife is in danger, and suddenly lose communication with her, you don't feel any worrying in his voice...
Overall, SC2 isn't a bad game, it's just average, no better or worse than countless STRs on the market, and the TA legacy, all that had set the licence appart, has been ripped out of it.
PS: Still, there's some fun ideas, like the Noah Canon. It build ground units with something like -75% cost and time, charge twenty of them, then fire all of them, one per second, wherever you want. Too bad ground units become utterly useless when faced with a true experimental, which your enemy should have at about the same time you get the Noah. One kryptor will wipe out a hundred tanks with it's aoe weapons before it lose 25% life, and the tanks short range force them to pack together. ------------------------------------------
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Nova Fox
Gallente Novafox Shipyards
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Posted - 2010.03.07 12:26:00 -
[56]
Edited by: Nova Fox on 07/03/2010 12:26:45 Well the story starts with the mysterious death of the uef president, the military takes over and the guy in charge is a hater.
So far playing the campaign and the story is alot better than the previous game. Loved the ability to launch an experimental half backed and some of the new toys are fun.
Overall game play is alot less technical from the previous version, including not having an economy debt which I both miss and found annoying about the last game.
Technology is a good idea keeping tier 1 machines relavant, but they should have developed more into it considering tier 1s are all that exist. if they had up to the tier 3s and allowed the tier ones to continue to upgrade it would be great.
The game's pace is far faster this time around making for far less boring game play. Unit cap I have yet to hit in any game but i suspect its there for performance reasons, but at 300 units you think this game can manage 500 per side easy. Then again the originals 360 verion had a unit cap.
Physics in the game are sometimes questionable and AI is buggy sometimes doing strange things and things you didnt tell them to do.
Bottom line I'd give it a "play though once" rating or 3 out of 5 on my scale. 1 Dont even bother 2 Watch your friend fustrate with it instead is more entertaining 3 Play though once 4 worth owning 5 must have
Patrol mechanics are still meh needs some work, also the movement Pre-order your Sisters of ≡v≡ Exploration ship today, Updated 24FEB10
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Phoenix vajaa
Aliastra
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Posted - 2010.03.07 20:20:00 -
[57]
The game is very good with only a few minor draw backs.
firstly the things that are the same-
the game modes of ass, sup, and annialation are there. the econ building is still there but now u have to micro manage spare energy into mass with coversion. the ways of playing have remaind almost the same with the old nuke rush, gunship rush and art spam still there. cybran walking ships. (love this)
what the game has gained: Several refined experimentals they work smother imo. a level of turtling. (i do miss overlap shields and some of the bigger defence's) experimentals seem a little weak.
Basicaly the lack of teirs of units has made the units used much more effective and fun om. A few units like the artilery are a little lack luster still but its ok. there is alot more diffrence in the race's now with myself noticing people tend to build to counter their faction and forget about say for example a walking battleship that is basicaly a experimental heavy cannon platform untill its crawling up their beach.
that said there are a few issue. Micro managing power conversion to mass is annoying and the old mass fabricators did it easier and basicaly the same job. secondly there really needs to be a ability to turn off artilery as it can spam bad. especialy with the UEF SHOTGUN arty exper. There are basicaly lite and heavy experimentals now and i find that the heavys are a little to cheap and to weak. Alot of the old SC feel can be gained by doubling their cost and tripling their dammage but not effecting their hp (or lowering it in some case's)
the lite experimentals are alot of fun. but are to easy looked over for the heavys a very short time latter.
shields should be larger and behave similare to sc 1.
on the hole the game is as fun as the first. runs better to. Would benifit from above changes. ITIS A GOOD SEQUAL.
good unit balance on the hole. several intresting experimentals like the noah and the loyalty gun.
what the game has lost: lots of un-used t1 and t2 units like fighters and frigates.
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justin666
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Posted - 2010.03.08 10:11:00 -
[58]
Originally by: Nova Fox Mod Teams to the Rescue!
I hope they announce Homeworld 3 soon though its been far to long.
im going to be very ****ed if they ruin homeworld 3 like they have ruined surpreme commander, im a huge fan of these type of games but im ****ed off because the game developers have listened to the command and conquer kids and just totaly destroyed why surpreme commander was different because wen it comes out im soo not wasting my money but like i said i hope to god that homeworld 3 keeps its structure
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Siigari Kitawa
Gallente The Aduro Protocol Talon Alliance
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Posted - 2010.03.08 11:58:00 -
[59]
I AM DISAPPOINT
Seriously, if there was ever a place for that ridiculously stupid meme, this is it.
CHRIS TAYLOR - Developer of the award winning Total Annihilation (TA) creates Supreme Commander (SupCom), a spiritual successor to TA. After remembering the balancing fallacies that TA went through (lol flash rush and defender forests.. might as well throw Core in too) he created Forged Alliance (FA), a standalone expansion to SupCom.
FA turns out to be a fantastic game, and many people rejoice for the newfound excitement that has been instilled in giant mechs and ridiculously awesome artillery pieces firing their love all over the map where explosions are in abundance and maps are brilliantly lit with hundreds of strategic options and dozens of ways to win a game.
Then something happens: Supreme Commander 2 is announced. Everybody goes stir crazy with anticipation, and the media is all over this. Now, let's backtrack say, thirteen years.
Total Annihilation only a shadow of Starcraft, having them both being released at very similar times. Unfortunately for Cavedog Entertainment, they would never make their mark as the leader of real time strategy because Blizzard had the masses hooked by the sprites, voice-overs and the Zerg. TA, despite winning award after award for outstanding gameplay, Game of the Year, best RTS on the planet and more, Blizzard had the market share. Boneyards later went down due to lack of interest, despite probably one of the best multiplayer gaming scenes I had ever experienced.
Just so everybody knows, Wikipedia lists Total Annihilation as having 57 awards, the best of which being #1 RTS of All Time, and Starcraft has received only 7 awards, with the one at the top having is being named "One of the Greatest Games of All Time." In my opinion, having your game being called the absolute best in its genre is significantly better than being praised for just being a really good game.
So, now that we've had a brief refresher let's fast forward thirteen years to 2010. New RTS have been coming out in droves, with research trees, build queues and lots of ways to manage resources. Chris Taylor, inventor of the greatest RTS of all time creates SupCom 2 -- a game that follows the footsteps of every other RTS EXCEPT for Total Annihilation and Supreme Commander.
That is an AWFUL thing for a brand to do. No matter what, anybody who played Total Annihilation stood behind Chris Taylor's creation of Supreme Commander and Forged Alliance. Now that he's created Supreme Commander 2 I am wondering if he's the publisher or the developer. Destroying the core foundation of a game's past is no way to make a sequel.
It is a sad day for RTS gamers everywhere. I'm going to go play an FFA on Gods of War now.
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Akita T
Caldari Caldari Navy Volunteer Task Force
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Posted - 2010.03.08 12:43:00 -
[60]
You can sum it up in one line... "Supreme Commander 2 : not even worth pirating"

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Beginner's ISK making guide | Manufacturer's helper | All about reacting _
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