SupCom 2 isn't as good as the first one (bigger battles and more units), although i did like the upgrades and that is was easier to figure out.
[QUOTE=KorJax;27914908]Part of why SupCom2 is better in this respect.
Seriously I don't know why everyone says SupCom2 sucks either.
It's a much better game in the sense that all the units and most experiementals are useful (while in SupCom1 it was almost a waste of time to build most of them when you could be building T3 bombers), and that the gameplay itself had a much better flow and wasn't clunky to play thanks to not having the exponentual broken economy of the first game (though there are still some problems with SupCom2's economy, and one of the major problems with it was patched by adding an infinite que system like in SupCom1).
SupCom1 though had a much better sense of scale and unit design, more variety in basic units, larger maps, etc.
In the end I think it evens out. I feel like the feel of SupCom1 is much better, but the gameplay in SupCom2 is better overall.
What I can't wait for is Kings and Castles. It's basically the next RTS they are making, combining the best elements from SupCom1 with the best ones from SupCom2 into a new mid-evil fantasy massive-scale RTS game. Looks awesome.[/QUOTE]
PC gamer said it best: the second game solved the accessibility issues of the first, bought by the people who didn't want them solved. I can understand people being disappointed with the changes in Supcom 2, but this kind of plainly denying the truth is pretty sad.eg
[QUOTE=Canuhearme?;27914956]In my mind there's on SupCom and SupCom: FA.
SC 2 doesn't exist and when I'm forced to acknowledge it does exist, I see it as an independent adaptation of the game, not a true sequel.[/QUOTE]
I think the only things Supcom2 need are bigger maps, maybe another tier of economy buildings, and more brutal big experimentals (as in including king kriptor and universal colossus but not megalith or fatboy). Also a map editor or something.
Supreme Commander is by far the best RTS I have ever played. Supreme Commander 2 on the other hand was a complete disappointment and a huge failure.
total annihilation is better
[QUOTE=MegaJohnny;27916689]PC gamer said it best: the second game solved the accessibility issues of the first, bought by the people who didn't want them solved. I can understand people being disappointed with the changes in Supcom 2, but this kind of plainly denying the truth is pretty sad.eg
I think the only things Supcom2 need are bigger maps, maybe another tier of economy buildings, and more brutal big experimentals (as in including king kriptor and universal colossus but not megalith or fatboy). Also a map editor or something.[/QUOTE]
The DLC does this somewhat. Sans the map editor (which would be pointless to be released at this point).
Again Kings and Castles is going to be pretty cool from what I hear. Includes map editor, improved pathfinding functions from SupCom2, better sense of scale and more detailed map design, 3 factions that function different, etc.
[QUOTE=KorJax;27917953] 3 factions that function different, etc.[/QUOTE]
I thought they said there was going to be 5 factions...
[QUOTE=KorJax;27914908]It's a much better game in the sense that all the units and most experiementals are useful (while in SupCom1 it was almost a waste of time to build most of them when you could be building T3 bombers)[/QUOTE]
Fuck the what? In my experience, you build an experimental in SupCom - you win the game. The only thing this is not the case is when the enemy has one too. When I played the SupCom2 demo, I built an experimental gunship, and a swarm of anti-fighters came into my base (Despite air defenses) and destroyed it before the last few remaining just left. They are an absolute joke in SupCom2, and it sucks.
[QUOTE=DTkach;27918663]Fuck the what? In my experience, you build an experimental in SupCom - you win the game. The only thing this is not the case is when the enemy has one too. When I played the SupCom2 demo, I built an experimental gunship, and a swarm of anti-fighters came into my base (Despite air defenses) and destroyed it before the last few remaining just left. They are an absolute joke in SupCom2, and it sucks.[/QUOTE]
The only experimentals that are worth it in supcom FA are the AEON generator and the cybran mobile artillery. Everything else is hilariously outperformed by t3 and t2 units for the same price and time investment. You see experimentals dominating in a lot of games since people aren't able to set up an economy to fight them but overall they just aren't really worth it. And not just because of t3 bombers.
To be honest the monkeylord is kinda worth it for it's sheer spammability alone and the fact that you can just hurl them out like there's no tomorrow. The aeon mothership is kinda worth it as well - if only because of the damage it does when it dies.
But really have fun taking out a macro oriented player who's churming stuff out of ten, fifteen factories. And is able to enforce map control while you have a tight bundle of experimentals which can't flank, split, be transported or harass.
If you want a game changing experimental you need to take a look at the Core Krogoth. Only experimental in game and capable of absolutely wasting armies as long as you supported it at least slightly.
As supcom 2 is concerned I don't mind the game - it's quite playable if not as good. What I really hate on it are the design decisions.
The chief being the aeon units names and the cybrasaurus rex.
The Experimentals in SupCom1 were much stronger in raw power than their SupCom2 counterparts, but they had a few problems that made them not as useful:
1. Most of them didn't do anything better than a similar cost in standard units would do.
2. They took very very long to build and you needed to have econ management perfected to build them in a reasonable time (which means they never show up in smaller maps).
3. They were very slow giant damage sponges (which means they are useless on large maps because by the time you cross the distance in an experimental, they've already got the counter built).
4. T3 bombers were cheaper, more effective, faster, and higher damaging than most of the experimentals. Why waste money on a Fatboy, which was very easy to kill with bombers and armies when you could just build 6 T3 bombers and total a commander or Fab-farm from anywhere on the map?
5. In the case of a Mavor, you almost always won a game with it but it takes literally an hour to build (30 minutes if you've master econ management). You could have won much quicker using unit swarms.
Granted FA fixed some of this with experimentals like the Megalith, which was basically a more damaging, expensive monkeylord without stealth (which was already useful due to it's stealth, speed, and cheapness). But the vast majority you were better off just getting T3 bombers or killing the opponent off before he was able to get any experimentals out. And they all kind of did the same thing (deal lots of long range or short range damage).
The majority of SupCom2's experimentals are more accesable, creative, and fill a roll. Magnetrons pretty much hard-counter land and navy units, fatboys are basically cheaper mobile heavy artillery, megaliths are cheap cost effective long range units to use with your land army as support, space temple lets you teleport your entire army anywhere, noah cannon builds an army of 25 tanks like it's nothing and shoots it almost anywhere, etc.
I'd like to see a balance in their future game's "super" units. SupCom2's were more useful, but they didn't feel as "OH YEAH" as SupCom1's did (with the exception of the monkeylord that was added in the DLC). So if they basically did a SupCom2-monkeylord to super units while keeping the "minor-supers" like the megalithII, then that could be a nice balance between what made SupCom1's good and SupCom2's good. It would also be great to see more creative experimental units, that packed the punch that SupCom1's did. So they actually would fill a unique roll instead of just being a giant robotic waste of resources (compaired to bombers or tanks).
I'm not sure if it's old news or what, but if not some people here may want to check out this mod for Sup Com 2: [URL]http://www.moddb.com/mods/revamp-mod[/URL]
It brings back a lot of units from Sup Com 1, including giving the Aeon their navy back and makes a few other (minor) changes too. It's really worth checking out imo. I never really enjoyed Supreme Commander 2 as much but that mod definitely increased the fun in the game for me.
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