• Supreme Commander 2 Update Released
    8 replies, posted
[url]http://store.steampowered.com/news/3685/[/url]
I can't wait until an update that says: [B]Fixes[/B] Removed unit cap.
[QUOTE=RSahlgren;21240583]I can't wait until an update that says: [B]Fixes[/B] Removed unit cap.[/QUOTE] Dude unit cap is 500. In Supcom1/FA it never ever got above that in any real game unless you were dicking around. 99% of players would set the unit caps to 500 anyways because any higher was a massive performace drain in multiplayer/skirmish. This patch is good stuff. Was holding off on buying SupCom2 till some said balance changes were done but now I think I'll get it.
Really, it's 500? Wasn't it 1000 per player in the first one?
[QUOTE=gnome;21242552]Really, it's 500? Wasn't it 1000 per player in the first one?[/QUOTE] Yea, it was, although buildings were also counted as units, not sure if it is still the same in SupCom 2.
Pretty substantial experimental buff, cool.
"Turtle Commander". Or in my case: "Everytime-I-play-this-game-I-am-always-on-the-losing-team Commander" The battles are fucking epic though.
[QUOTE=Kialtia;21243659]Yea, it was, although buildings were also counted as units, not sure if it is still the same in SupCom 2.[/QUOTE] Well, regardless someone will probably release a unit cap remover like they did for the first.
[quote]ACUs are now repaired 150% slower. Soul Ripper II Anti-Air Damage reduced by 50%. Structure bubble shields now take twice as long to come back online. [/quote] I hate you.
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