Go get it on steam! I'm downloading now as we speak and will report back after playing. Cheers
Realism is just an excuse for poor gameplay. Nine times out of ten, unrealistic is more fun. Also, the AI for the units is retarded. They won't attack an enemy tower that's firing on them unless you tell them. On the tutorial I had to switch back and forth like crazy just to get them to stay attacking the stupid buildings. (not that difficult, but I'd like a little less mental retardation in my AI thank you) Also, when I say I'm unbiased, of course I have preferences, I'm just trying to say that I'm viewing this game objectively by comparing it to SupCom1.
ZehDon, just a quick rebuttal about Steam's requirements and then I'd rather we either take it to PM or start a new thread if more needs to be said.
I have Steam running right now and it's consuming a paltry 43MB of RAM. Firefox only has six tabs open and is taking up 160MB. As for the internet connection being used as you describe, I'd suggest you check for spyware or other problems. My connection is doing nothing other than the occasional notice of friends playing a game. It's primarily silent in regard to uploading or downloading.
People have a point if they find it intrusive or objectionable that Steam is running with games they bought in a box or even from the service. I don't agree, but that's up to opinion. But those technical complaints you brought up simply aren't true as far as I've seen.
Well, earlier today I D/Led and played a Skirmish game of SupCom 1. I have to say, the only the that bugged the living hell out of me was the seeming inability to freely manipulate the camera in 3D (ala Sins/Homeworld1/2/DoW1).
I still haven't tried the SupCom 2 demo, but I don't think I'm really going to, at least not for a while.
Fun for you perhaps. It would therefore be more accurate to say that "Realism is gameplay that you do not enjoy".
units will always shoot at everything that is in range.
I put an army into the middle of an enemy base. They sat there doing nothing while they were fired upon by turrets. I instructed them to attack a turret, then flipped back to my other army. When I came back, they were still under fire by the second turret, but they wouldn't attack it or any of the buildings that were around them.
have you switched on range rings? the range of units is MUCH shorter than they were in FA. you might find that units werent in range, and defensive turrets outrange your tanks.
They should still auto-target something that is attacking them. If they don't, the micro needed for that game is insane. You could just always create long range units and micro them as to aggravate your opponent.
no, they shouldn't and they never did in the first one either. imagine how annoying it would be if every time your units were attacked they would go blundering in to respond to whatever was attacking it. youd be constantly having to give your troops retreat orders.
YOU are responsible for what your troops are doing, not some retarded AI who will never make as good a decision as you can do. its a bit early to tell because only the demo is out, but in FA the micro required for troop usage was very small.
all things being equal, units will always do what you tell them. no more, no less. this is how it should be and a deliberate design choice by GPG, certainly in the first game when unit ranges were so long, you'd have units running halfway across the map to engage a target.
Where is my FAT BOY?
It depends on the range. I'm very fond of Generals "Guard" mode where when ordered as such a unit would stay there unless a unit came near them, then attack but return to that spot.
I assume SupCom has something similar, but I have no idea.
Supcom has a patrol function that works in a similar fashion. Supcom’s zoom and intel options kinda make such necessities redundant (at least in vanilla and forged alliance). Ive never felt the need for something like that. I like that my units do what they’re told, and don’t try and think for themselves. Its too easy to lay a trap for substandard unit AI with any other method. The units have such huge range anyhow they don’t need to do anything other than shoot at whatever comes into range.
There were 2 things I actually liked about the demo: the unit design (aesthetic choice) and that auto-grouping feature- very useful for the strategic map.\
Beyond that... I really, really dislike the changes they made to the economy, and the gameplay overall seemed to lack depth, but the number one thing I despised was the little conversation sequences. For a second I thought I was playing some rediculously old game, they were so crappy looking. And, totally unrelated to age, they were also stupid. Maybe it'd make more sense if the earlier missions were available, but they weren't. So it sucked.
Finally (and this isn't specific to Sup Com 2), what happened to numbers? Look at older RTS, you'll see that units have attack values, defense values and the like. Here we have vague generalities. But hey, maybe I'm just a tool prattling on. Hard to tell.
I agree with most of what you said Tiger, especially the part about the numbers; additional information would've been nice.
just like before
http://supcomdb.com/sc2/unitlist
The reviews for the full version are out, and the seem to mirror the general opinions of the demo here. It's easier to play than 1, but it now lacks depth and anything to really make it stand out in the sea of RTS'. It's not a bad game, just not one you'll still be playing months from now. SupCom 1 was complex, but at least that gave it a niche. Now it's just a bit too generic.
I prefer this as well. Since Warcraft 2, I like to know straight up how much damage my units do and how much they can take. Sins in particular went a step further and displayed the DPS values. Having to look at charts outside of the game sucks, and is lazy design. I don't care if it clutters the screen, this is a RTS not an platformer. Hell, even some platformers give you exact weapon and health data.
Guys, I think we should look at one of the major plus's here, the main characters wife is HAWT! Honestly, who wouldn't fight through Cybran's and your own men and probably the Illuminate to tap that again.
"Supreme Command N Conquer". That's my thought after the demo. I was so looking forward to this game for so long, that it's been (or should I say WAS) on my birthday wish-list for like 6 months now.
Economy; graphics; number of units; Experimentals; base building all dumbed down for the console kiddies. Most everything I loved about SC1 and Forged Alliance have now been diluted into a milky RTS clone. Even the physics of the units gives the game an almost "Red Alert" feel.
And watching Fat Boys being spammed like a zerg rush was the nail in the coffin for me. Experimentals are suppose to be the titans of the battlefield, not spamable, agile, speedy, fragile units.
This reminds me SO much of Champions Online. I know a half dozen people sick of WoW; who played Champions RPG for 20+ years; and were ready to make CO their next MMO for the next several years. Then they made it so it worked on a console too, dumbed down the economemy and combat options so they could almost be used with a joystick, and destroyed a game that could have potentially been the next big MMO for years. Nobody I know will touch the game now (even if there was no monthly charge).
Sad.
My god, the Steam and Square-Enix provided Supreme Commander 2 forums are a buzz with hate. I haven't seen backlash like this since in quite a while. After Space Seige and then Demigod, I - and I'm sure Chris Taylor - was thinking it was time for GPG it have a hit and release something special. We should send Chris a bottle of Jack Daniels and a little silver trophy with "Nice Try" engraved.
Actually Demigod was the third best selling PC game of 2009 so GPG is not in such dire need of a hit. Demigod has actually sold better then GPG ever expected, Frogboy confirmed this. This was indicated in the thread titled 'so much fo piracy" or something, I cant fully remember.
The Square Enix forums are full of people raging, mainly about the economy, but there is alot of conflicting views. Alot like the new art style, alot do not. The general consensus seems to be that supcom 2 has some good ideas, but wasn't faithful to the original.
We should send Chris a bottle of Jack Daniels and a little silver trophy with "Nice Try" engraved.
We should send him a screenshot of Total Annihilation with the caption, "If you want another hit RTS, remake this with modern graphics and multiplayer matchmaking."
Too early to tell, my friend. It was just released this week, and isn't even out in Europe yet.
I think there are a lot SupCom veterans giving knee-jerk negative reactions--it's reminicant of the massive backlash anytime Facebook makes a change to their layout. Give it a couple of months and people will fall in line. All the non-hardcore SupCom1 players I have spoken to really love the new direction.
Supreme Commander 2 is a great game. I've played the multiplayer several times now and each time I played it was heaps of fun. Chris Taylor deserves a pat on the back for a job well done.
mp
I think people could make graphical mods that make the units less cartoony. And you can mod in more units. And hopefully, you can mod so you can have adjacency bonuses and assists, if the engines doesnt have it hardcoded.
Then again, I've heard it's tough to mod with Steam.
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