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Off-Topic Discussion => Gaming Discussion => Topic started by: Demitri on May 13, 2009, 08:52:01 am

Title: Supreme Commander 2
Post by: Demitri on May 13, 2009, 08:52:01 am
http://www.computerandvideogames.com/article.php?id=214486

Sounds like they are ripping the guts out the original. :ick: Obviously need to wait to see more but i'm not too optimistic about this having read the above article.

Thoughts anyone?
Title: Re: Supreme Commander 2
Post by: Ransom on May 13, 2009, 09:44:45 am
I'm actually far more interested in it, having read that. SupCom is excellent as is and I don't think we really need its sequel to be more of the same. I'm glad they're moving in a new direction.

EDIT: Found a scan of the article. There's a screenshot. Looks pretty! http://www.overclockers.at/attachment.php?attachmentid=140331&fullpage=1
Title: Re: Supreme Commander 2
Post by: starbug on May 13, 2009, 09:52:36 am
I read about this in the new PC GamerUK mag and i quiet like the idea that square enix is writting the story, as i found the story not that engaging for the first one. Also from the screenshot in the mag, even though its scaling back on things looks like there will still be epic battles, well there were alot of explosions in the screenshot. I just hope it dosen't end up like Dawn of War 2.
Title: Re: Supreme Commander 2
Post by: MR_T3D on May 13, 2009, 02:29:10 pm
I read about this in the new PC GamerUK mag and i quiet like the idea that square enix is writting the story, as i found the story not that engaging for the first one. Also from the screenshot in the mag, even though its scaling back on things looks like there will still be epic battles, well there were alot of explosions in the screenshot. I just hope it dosen't end up like Dawn of War 2.
I really hope that the core "massive # of units" mechanic remains, if the player unit cap is LESS than 1000, i simply will not buy it.
Title: Re: Supreme Commander 2
Post by: NGTM-1R on May 13, 2009, 05:59:36 pm
I really hope that the core "massive # of units" mechanic remains, if the player unit cap is LESS than 1000, i simply will not buy it.

That was Supcom's big problem, really. Staring at the little unit markers zoomed out the whole battle is neither fun nor interesting in the kind of combat SupCom had to offer.
Title: Re: Supreme Commander 2
Post by: MR_T3D on May 13, 2009, 06:00:45 pm
I really hope that the core "massive # of units" mechanic remains, if the player unit cap is LESS than 1000, i simply will not buy it.

That was Supcom's big problem, really. Staring at the little unit markers zoomed out the whole battle is neither fun nor interesting in the kind of combat SupCom had to offer.
i liked it, espicially when you see a line of red units just disappear :drevil:
Title: Re: Supreme Commander 2
Post by: blackhole on May 13, 2009, 10:13:16 pm
STOP
MAKING
SEQUELS.


Seriously I'm sick of every game being released this year having a number on the end of it.
Title: Re: Supreme Commander 2
Post by: Ransom on May 13, 2009, 10:28:32 pm
This isn't the sequel to complain about. A sequel is only a bad thing if it's just a rehashing of a successful formula or an unnecessary extension of a story, and this is neither. The game sounds completely different and SupCom's universe was practically designed to hold many games' worth of story.
Title: Re: Supreme Commander 2
Post by: blackhole on May 13, 2009, 11:37:48 pm
If they had actually made total annihilation 2 I wouldn't be complaining.
Title: Re: Supreme Commander 2
Post by: Ransom on May 13, 2009, 11:43:48 pm
so wait is your complaint that they are rehashing too much or not enough
Title: Re: Supreme Commander 2
Post by: blackhole on May 13, 2009, 11:47:45 pm
It's really not a complaint against the game in general, I'm just complaining about all the sequels.
Title: Re: Supreme Commander 2
Post by: Bobboau on May 13, 2009, 11:56:47 pm
ARRRHHHGG I hate when nice super complicated game decide to dumb things down for the wider audience. I was hoping for MORE complicated interactions and MORE complicated recource management, I was hoping for supply lines and laying power conduits and **** like that.

this is just like what happened to simcity.
Title: Re: Supreme Commander 2
Post by: Dark RevenantX on May 14, 2009, 08:16:02 am
ARRRHHHGG I hate when nice super complicated game decide to dumb things down for the wider audience. I was hoping for MORE complicated interactions and MORE complicated recource management, I was hoping for supply lines and laying power conduits and **** like that.

this is just like what happened to simcity.

Let's see YOU make a game like that, and see just how profitable it is.
Title: Re: Supreme Commander 2
Post by: phatosealpha on May 14, 2009, 08:42:32 am
So, they're taking out the huge scale - the one selling point of supcom - AND handing the story over to the emos?
Oh, sounds....well, crappy, actually.
Title: Re: Supreme Commander 2
Post by: Ransom on May 14, 2009, 09:29:19 am
Quote
It'll still have hundreds of units on screen
It's the economy that's been ditched. Nobody said anything about removing the scale.
Title: Re: Supreme Commander 2
Post by: SpardaSon21 on May 14, 2009, 11:45:57 am
I liked SupCom's econ and the take-and-hold style of gameplay it encouraged.  Plus it really felt like you were trying to conquer a planet when you started building mass extractors over 2/3 of the map.  How are they going to change the economy and still have it feel so epic?  I really hope they don't ditch extractors and just have fabricators and power generators.  That would suck.
Title: Re: Supreme Commander 2
Post by: Fineus on May 14, 2009, 02:17:48 pm
I'm hoping they'd just make unit production a lot less dependent on one or more of the resources. Personally I didn't enjoy having to build hundreds of mass fabs / power gens etc. as it was very very lengthy and unsatisfying. I wasn't concentrating on the combat - I was concentrating on how best to lay out my resources.
Title: Re: Supreme Commander 2
Post by: MR_T3D on May 14, 2009, 02:29:25 pm
ARRRHHHGG I hate when nice super complicated game decide to dumb things down for the wider audience. I was hoping for MORE complicated interactions and MORE complicated recource management, I was hoping for supply lines and laying power conduits and **** like that.

this is just like what happened to simcity.
yes to supply lines, if those were properly incorperated, it would be awsome
(fuel and fuel depots you must send little trucks to to keep operating...)
Title: Re: Supreme Commander 2
Post by: Pred the Penguin on May 15, 2009, 06:06:55 am
ARRRHHHGG I hate when nice super complicated game decide to dumb things down for the wider audience. I was hoping for MORE complicated interactions and MORE complicated recource management, I was hoping for supply lines and laying power conduits and **** like that.

this is just like what happened to simcity.

Let's see YOU make a game like that, and see just how profitable it is.
SoSE...
and low budget, too.


Not that interested, haven't even played SupCom yet, but I really want to. =/
Title: Re: Supreme Commander 2
Post by: MR_T3D on May 15, 2009, 02:24:30 pm
ARRRHHHGG I hate when nice super complicated game decide to dumb things down for the wider audience. I was hoping for MORE complicated interactions and MORE complicated recource management, I was hoping for supply lines and laying power conduits and **** like that.

this is just like what happened to simcity.

Let's see YOU make a game like that, and see just how profitable it is.
SoSE...
and low budget, too.


Not that interested, haven't even played SupCom yet, but I really want to. =/
dude, its worth it, the only catch is i found it taking up too much HD for my taste, plus i moved over to sins now
Title: Re: Supreme Commander 2
Post by: Bobboau on May 15, 2009, 10:05:37 pm
I just had an awesome game of supreme commander, as soon as I could I set one of my extractors to upgrade then I built an air base, a bunch of engineers and a transport, set in the que after that was more engineers a bomber and more engineers. as soon as the transport was built, I started shipping pairs of engineers to every cluster of mass that probly didn't have the enemy AI on it. I started building up some of the less clustered mass deposits near my base and setting up defensive turrets, upgradeing my power plants at the same time.

all of a sudden **** got real as an enimy gunship started rapeing the new mass extracters and most of my defences had been assumeing a ground attact, I scrambled to build some fighters and he managed to take out most of the new extracters and defences, not only that but I could see he was building some too, so I sent a force in to capture his extracters and build new ones. by now I also have about five resource basses distributed around, but the big probblem was he had tech two and I didn't, I van numaned a bunch of engeneers to upgrade my factories, and built another transport to speed up the remote seeding of mass extracters and point defences.

then I noticed that he had already built a sizeable naval infastructure, though he didn't seem to be utilizeing it heavily, I decided to start a naval factory myself, with the goal of tech 3 battleship in mind. I also started upgradeing my factories to tech 3. I knew that he had to be pulling a van numan manuver with tech 3 power and mass fabricators, because he was obviously turtleing, on top of that, I figured he was building a few super units. I started transporting ground units to a dence mass feild on his side of the map, and a single tech 3 engeneer, set them to destroy his mass fabricators and build my own after (would have prefered to have captured but I was in a hurry to deny him the mass).

my tech 3 naval base was done and well on it's way to making a battleship, when I noticed his naval units were attacking some of my mass extractors and defenses, I figured a land invasion was on it's way, and started building artillery. it took a long time to get it all built and I figured I was about to get a giant spider bot up my ass, but I established a nice thick defensive barrier, and just as I got done, my tech 3 battle ship was done, I sent it to take out the harassing naval units of my enemy, that didn't take very long. I recalled the battleship and built a few naval units with good ani-air support, because I figured the biggest threat was that stupid super gunship.

I took harassing shots at his naval infrastructure while I waited for my naval fleet to build up, once I had a half dozen tech 2 support ships I when in and started targeting his power plants. I figured this was the best approach because the now sizable ground force I had on his other side, controlled about half of his side of the map, so this means he was building massive amounts of power plants and mass fabricators (van numan method). and I was right, I sent a few spy planes overhead to see what he had been up to, and he had about a dozen tech 3 power plants about two dozen tech 2, and more tech 3 mass fabricators than I could count, also he had nearly completed a spiderbot and a super gunship, I started making superiority fighters.

targeting the power plants I managed to take a few of them out,before his gunship came. this no doubt sent both his mass and energy markets into a crash that would take a while to recover from but unfortunately I didn't start on the superiority fighters soon enough and his gunship started nailing my tech 3 battleship and support fleet. the good news was I did have the foresight to build a bunch of largely anti-air naval units, the bad news is I only had a half dozen of them. so while I was able to do massive damage to it, I lost the battle and my battleship sank. fortunately I was able to take the gunship down shortly thereafter.

but then the big 'oh ****' happened, while I was busy trying to kill his gunship, I neglected to notice his spiderbot was gone on the move, I didn't see it until it was damn near right in the middle of my base. my biggest concern was for the heavy artillery cannon I had built, it was doing a good job of popping power plants and if I lost it I knew I wasn't going to get another one. thankfully I had a **** ton of ground defenses, so it's health dropped like a rock, unfortunately, my ACU was nearby, and he shot his big super death beam at him, explosions happened. pretty much took out my central base, both my land and air factories and virtually all defenses around the giant artillery cannon (I was supprized it survived). so as you can guess he stomped right on over to it and blew it to bits.

now a bigger problem was that he also took out the vast majority of my power production, this wasn't as crippling to me as it would have been to him, but it was still a major issue. I had to shut down about half my mass extractors in order to keep what i had left running. I mobilized the ground units on the far side of his base and had them target power, I wasn't expecting much from this, mostly just hoping to buy me enough time to rebuild some power plants, and maybe get some more naval units going. but lucky for me, I got his ACU out in the open away from his base will minimal defenses around it. his health dropped but he had upgraded his ACU with a super death laser, and he decimated my forces, I got him down to about 4% health, when I though he had wasted all my units, but then I noticed I had a few just to the south that had missed the big party. I just BARELY managed to take out his ACU and with it, I took out a bunch of power plants and left a big hole in his defenses, too bad most of my factories had been destroyed and I couldn't take proper advantage of this.

but in a strange twist, with the loss of the central base and all the engineers and factories, my mass usage had dropped to nearly nothing outside the naval base and I had managed to rebuild some of my power plans in the remote bases, so now my naval base was cranking out tech 3 battleships faster than you could believe, I sent them in to knock out his power plants, he had another spider bot done, but in the water they are not very effective and this one got stuck. before I knew it I had a half dozen tech 3 battleships laying waste to his base, he was still sending units onto my territory to take out my resources, but my stuff was all spread out and the only central point of interest was the naval base, and nothing could get close enough to it, (and the battleship protecting it) to be a danger.

meanwhile on an island I had built a new tech 3 power plant, and air base, and I started cranking out tech 3 gunships, sending them in in waves to take out what ever ground units he sent, almost all of his power plants had been destroyed so I switched focus to the anti-air, after most of that was gone, it was only a matter of sending in wave after wave of gunship to clean him off the map.


now without the economic angle of the game I don't see how a round like this would be possible.
Title: Re: Supreme Commander 2
Post by: Titan on May 16, 2009, 07:56:50 am
I like the economy aspect, I just wish I wasn't challenged by it. I like the idea of crippling an economy, but for some reason I just can't get my head around getting the economy working.
Title: Re: Supreme Commander 2
Post by: Flipside on May 16, 2009, 08:29:55 am
I'm with Bobboau here, having been a big fan of things like Battle Isle etc, I like a game where logistics take a forward role in the maintenance of your army, in fact, I'd even be prepared to sacrifice the 'size' of an Army purely for more logistic control over it.

In Battle Isle, for example, it was possible to cripple an Army many times the size of your own by destroying it's resource lines, making sure it couldn't transport ammunition to the front lines by attacking Rail connections and other parts of the Infrastructure, and then using small, light units to drain what ammo they had. That, to me, seemed far more realistic than simply 'Who can build the most tanks fastest?'
Title: Re: Supreme Commander 2
Post by: Titan on May 16, 2009, 08:38:26 am
The giant theater stuff was cool, but everything would be easier (and IMO better) If it was much smaller scale, but more in-depth)
Title: Re: Supreme Commander 2
Post by: MR_T3D on May 16, 2009, 08:44:12 am
The giant theater stuff was cool, but everything would be easier (and IMO better) If it was much smaller scale, but more in-depth)
:shaking:scale is key to the game :shaking:
maybe it is *just* the power being removed, and mass is the only resource?
Title: Re: Supreme Commander 2
Post by: Titan on May 16, 2009, 10:54:50 am
I'm saying, I like the idea of up-close, using units on an individual level. Maybe some customization. Small, tactical engagements over strategic position. The level of thinking remains, it's just more focused on smaller things, not including such a broad scope.

Like, you could do something once you capture point 'X', and it could cut off the enemy's communications with a group of units of point 'Y'. They now have an instantaneous choice: Do the assume command of the small group, lose contact with the base, and try to find a way to restablish comunications? Or do they maintain control of the base, letting an AI with minimal situation awareness take over the units?
Title: Re: Supreme Commander 2
Post by: Scotty on May 16, 2009, 12:09:11 pm
There's a tiny bit of the first part in Warhammer:  Mark of Chaos.  You can't build units in combat, all units that you start with are what you have.  You can customize allmost units' looks.  All engagements are tactical
Title: Re: Supreme Commander 2
Post by: SpardaSon21 on May 16, 2009, 01:43:45 pm
Titan, that would be like DoW2.  DoW2 was not epic.  SupCom is supposed to be epic.  Therefore SupCom2 should not be like DoW2.
Title: Re: Supreme Commander 2
Post by: Flipside on May 16, 2009, 01:47:21 pm
Actually, Mark of Chaos did work that way as well, you bought your units pre-battle and you didn't get re-enforcements in-game, kind of like how the board game worked. By the way, War March, the add-on, was great fun, especially playing Dark Elves ;)
Title: Re: Supreme Commander 2
Post by: NGTM-1R on May 16, 2009, 06:10:39 pm
:shaking:scale is key to the game :shaking:

Scale is totally whack in the game. A couple of Mech Marines going at it should be epic. These are, according to the fluff, machines big enough that they could go 1v1 with most things from the BattleTech or Gundam franchises. The Galactic Colossus/Fatboy/Monkeylord are something like 40k Imperator-class Titans.

Only they don't at all feel that way. The Fatboy et al feels like an MBT loose amongst infantry, not a kilometers-tall death machine. The Mech Marine feels like nothing and no one, not a ten-meter-tall heavily armored war machine. SupCom failed badly at epic scale.

Bringing the scale down would give them a much better chance to demonstrate just how epic even the smallest engagement in that world is, rather than epically (forgive the indulgence) failing to convey this.
Title: Re: Supreme Commander 2
Post by: General Battuta on May 16, 2009, 06:25:47 pm
I totally agree with NGTM-1R. I want Mech Marine battles to send herds of wildlife scurrying and blow enormous craters into the ground.

T3 Assault Bot charges should leave fields of baked glass. Big naval fights should cause tsunamis, and detonations should momentarily vaporize spherical cavities into the water.

And experimental battles? Mountains should topple! Volcanoes should detonate!
Title: Re: Supreme Commander 2
Post by: Fury on May 17, 2009, 02:27:20 am
:lol: @ General Battuta. Reading your post I'm not entirely certain if you were being serious or not. :)

But yes, I agree with NGTM-1R. Let's see how SupCom2 will do.
Title: Re: Supreme Commander 2
Post by: Pred the Penguin on May 17, 2009, 09:27:28 am
I totally agree with NGTM-1R. I want Mech Marine battles to send herds of wildlife scurrying and blow enormous craters into the ground.

T3 Assault Bot charges should leave fields of baked glass. Big naval fights should cause tsunamis, and detonations should momentarily vaporize spherical cavities into the water.

And experimental battles? Mountains should topple! Volcanoes should detonate!
All that detail? And I bet you would want it pretty...
You're computer would blow!
Actually, my computer would blow up. XD
Title: Re: Supreme Commander 2
Post by: Bobboau on May 18, 2009, 03:54:22 am
I have an idea, lets make a game that focuses on a small number of units in a small region that does not focus on resource management and lets call it supreme commander 2.
Title: Re: Supreme Commander 2
Post by: Ghostavo on May 18, 2009, 04:12:04 am
I have an idea, lets make a game that focuses on a small number of units in a small region that does not focus on resource management and lets call it supreme commander 2 Ground Control.

Now let Supreme Commander be about ludicrous amounts of units in a stupidly large map.
Title: Re: Supreme Commander 2
Post by: Bobboau on May 18, 2009, 05:06:41 am
I think you may have missed my point, or me yours, I'm not sure.
Title: Re: Supreme Commander 2
Post by: Pred the Penguin on May 18, 2009, 08:45:15 am
I have an idea, lets make a game that focuses on a small number of units in a small region that does not focus on resource management and lets call it supreme commander 2 Ground Control.

Now let Supreme Commander be about ludicrous amounts of units in a stupidly large map.
The first thing that comes to mind when I hear Supreme Commander...
Title: Re: Supreme Commander 2
Post by: Flipside on May 18, 2009, 09:02:14 am
Thing is, most wars haven't been won by targeting just the enemy 'shooty bits', wars are won and lost on logistics.
Title: Re: Supreme Commander 2
Post by: Mefustae on May 18, 2009, 09:35:41 am
Thing is, most wars haven't been won by targeting just the enemy 'shooty bits', wars are won and lost on logistics.
LIES!

Fact: Historically, all wars have been won by maintaining high DPS.
Title: Re: Supreme Commander 2
Post by: Flipside on May 18, 2009, 09:38:57 am
:lol:

Apparently, having a repair unit back up your tanks and fixing them as fast as they get damaged helps as well ;)
Title: Re: Supreme Commander 2
Post by: Mikes on May 24, 2009, 08:26:17 am
I have an idea, lets make a game that focuses on a small number of units in a small region that does not focus on resource management and lets call it supreme commander 2.

I would dig another ground control style game, no matter what it was called.

What has me worried is their mentioning of an "RPG" aspect.
Sounds more like a Supcom/Demigod concept crossover or something along the lines of the DOW2 single player campaign.

What it doesn't sound like is a sequel in the spirit of the original Supcommander which so many fans have been hoping for blah.
Title: Re: Supreme Commander 2
Post by: MR_T3D on June 01, 2009, 03:32:20 pm
I have an idea, lets make a game that focuses on a small number of units in a small region that does not focus on resource management and lets call it supreme commander 2.

I would dig another ground control style game, no matter what it was called.

What has me worried is their mentioning of an "RPG" aspect.
Sounds more like a Supcom/Demigod concept crossover or something along the lines of the DOW2 single player campaign.

What it doesn't sound like is a sequel in the spirit of the original Supcommander which so many fans have been hoping for blah.
the E3 teaser reveal video looks similiar to the first one (1000+unit armies)
Title: Re: Supreme Commander 2
Post by: starbug on June 05, 2009, 09:51:21 am
New E3 vid up at games trailer http://www.gametrailers.com/video/e3-09-supreme-commander/51077 It looks pretty good for a pre pre alpha although i can't help but think it reminds me of other games, red alert 3 where you got the russian transport that fires out units and something about the it also reminds me of DOW2 but not sure what.

Edit: Heres part 2 http://www.gametrailers.com/video/e3-09-supreme-commander/51075 . The experimentals look cool, i really like CybranZilla! Its a Ziod!! hope they keep it in  :nod:
Title: Re: Supreme Commander 2
Post by: Mikes on June 05, 2009, 10:18:59 am
Seen the E3 Teaser... the maps look horribly familiar lol.

Looks disturbingly like they threw 3d "terrain" completely out of the window and you get Demigod style 2d-maps with lots of irrelevant graphical bling around them instead /sigh.

Hope that showcase map is an exception.
Title: Re: Supreme Commander 2
Post by: Rick James on June 05, 2009, 10:31:19 am
Bloody...it looks like they've gone for a more comic book look. I'm not sure I like the new designs, especially the UEF ACU they showcased...yet there is something about a giant robotic Cybran dinosaur that appeals to me.
Title: Re: Supreme Commander 2
Post by: starbug on June 05, 2009, 11:34:32 am
I am hoping that they change the terrain as Chris Taylor said it was pre pre pre alpha so i think it will change. I mean when i first saw the early screen shots of SC1 i thought it was 2d! I just want them to keep that Cybran Dino  :D
Title: Re: Supreme Commander 2
Post by: Mikes on June 05, 2009, 11:49:34 am
I am hoping that they change the terrain as Chris Taylor said it was pre pre pre alpha so i think it will change. I mean when i first saw the early screen shots of SC1 i thought it was 2d! I just want them to keep that Cybran Dino  :D

An armored cyber Dino... that breathes fire. Frankly, ... no i don't think i can even put that kind of disgust into words. ;)
That one tops even sharks with frigging lazer eyes in sillyness ...  which makes me wonder what the Cybran have for navy now LOL.

Still, if gameplay is right, it would only be a minor complaint of course heh.
Title: Re: Supreme Commander 2
Post by: Titan on June 05, 2009, 02:45:41 pm
I am hoping that they change the terrain as Chris Taylor said it was pre pre pre alpha so i think it will change. I mean when i first saw the early screen shots of SC1 i thought it was 2d! I just want them to keep that Cybran Dino  :D

All the textures defintely looked pre pre alpha. I'm sure they'll improve. Look at that scan from the magazine a couple pages back. Terrain looks way better.

It would be cool if each faction had several ACUs with different tech trees, so you can get an exact match to your play style.

One of the problems I had with supreme commander was theres only one way to win, which is the way almost all RTS's make you win: Massive Tech 3 and Expiremental spam. Just roll a huge army over their base. It would be cool if there were other ways.
Title: Re: Supreme Commander 2
Post by: SpardaSon21 on June 05, 2009, 05:42:42 pm
What the frak is wrong with T3 and Experimental spam?  That's some of the coolest units of all time there.  At least the experimentals are.
Title: Re: Supreme Commander 2
Post by: NGTM-1R on June 05, 2009, 05:44:59 pm
One of the problems I had with supreme commander was theres only one way to win, which is the way almost all RTS's make you win: Massive Tech 3 and Expiremental spam. Just roll a huge army over their base. It would be cool if there were other ways.

There is no problem in SupCom's singleplayer that cannot be solved with a pair of SCUs/one ACU, and five T3 artillery.
Title: Re: Supreme Commander 2
Post by: Titan on June 05, 2009, 06:34:30 pm
I know, but no matter what you do, you can only finally win through brute force... at least, on multiplayer.
Title: Re: Supreme Commander 2
Post by: Mikes on June 05, 2009, 06:43:16 pm
One of the problems I had with supreme commander was theres only one way to win, which is the way almost all RTS's make you win: Massive Tech 3 and Expiremental spam. Just roll a huge army over their base. It would be cool if there were other ways.

In multiplayer that statement would be outright false and/or an indicator for a very very ... very novice player ;)

Title: Re: Supreme Commander 2
Post by: Dark RevenantX on June 05, 2009, 09:40:08 pm
In the expansion's singleplayer campaign, I played normally until towards the end I felt like doing something differently.  It's kinda sad how well it worked:

I bumrushed the enemy with my ACU, taking almost 100% damage but freeing an SCU.  I put time compression on and upgraded both to be fit for their maximum combat potential, then rampaged around, destroying various outposts.  Eventually I went back to the spot that normally would have been my base, noticing that I was not attacked.  At all.  I was basically ignored by the large T3 assault base in the corner even though I was stomping around outposts for half an hour.  Once at my base spot, I made a huge array of t3 generators and fabricators, shielded it all, and surrounded it by SAM sites, t2 defense, tactical missile defense, and a strategic missile defense building.  I didn't even build a factory, and I completely skipped to t3, and I was still getting away with all of it.  Eventually I got attacked, but by then I had all of the defenses set up so it mattered not.  I never even built engineers; I had an army of SCU's ready to do my bidding.  With the Paragon built, I was pumping out Galactic Colossus experimentals every 30 seconds.  QAI didn't stand a chance...  I laughed at the side quest option to free the galactic colossus on a little island, considering I already had 20 stomping around.

You can do ANYTHING to the AI.

I tried this same tactic on hard, and it was a bit more difficult, but I still managed to do it.
Title: Re: Supreme Commander 2
Post by: Mikes on June 06, 2009, 05:37:56 am
You have to realize that in the campaign you are not even really playing against an "AI player" but rather it simply puts you through some scripted events... that it allows you as a player to trigger these events makes the campaign indeed too easy because it basically allows you to "slum" around and built up an army of doom before triggering the next "event".

The Singleplayer "Campaign" is indeed little else than a heavily scripted tutorial, but... so what ?;)
The games lasting appeal comes from the superb multiplayer battles.
Title: Re: Supreme Commander 2
Post by: dANGER boy on June 08, 2009, 10:51:23 pm
I liked the campaign, even if it was heavily scripted.  If you want a challenge you can do it yourself.  Put it on hard and then trigger the events before you get your army of doom.

And the whole economy thing...Total Annihilation and Supreme Commander's economy were perfect.  One of the reasons why I don't play RTS games like StarCraft and WarCraft are because of their resource systems.  You spend way too much time mining and worrying about limited resources that you lose the combat portion of it.  If you want micromanagement in resources, play those.  SupCom is about strategic combat, not tactical combat and micromanagement.

I hope they don't go too crazy with the whole "level-up" thing.  This is a strategy game, not an RPG.  That's probably one of the reasons why I'm hesitant about Square Enix doing this...I hope it doesn't turn out like another lame, Asian Final Fantasy.  I've discovered that most Asian developers these days all have lame plots and terrible anime art for 13-year olds.
Title: Re: Supreme Commander 2
Post by: MR_T3D on June 09, 2009, 03:29:31 pm
I liked the campaign, even if it was heavily scripted.  If you want a challenge you can do it yourself.  Put it on hard and then trigger the events before you get your army of doom.

And the whole economy thing...Total Annihilation and Supreme Commander's economy were perfect.  One of the reasons why I don't play RTS games like StarCraft and WarCraft are because of their resource systems.  You spend way too much time mining and worrying about limited resources that you lose the combat portion of it.  If you want micromanagement in resources, play those.  SupCom is about strategic combat, not tactical combat and micromanagement.

I hope they don't go too crazy with the whole "level-up" thing.  This is a strategy game, not an RPG.  That's probably one of the reasons why I'm hesitant about Square Enix doing this...I hope it doesn't turn out like another lame, Asian Final Fantasy.  I've discovered that most Asian developers these days all have lame plots and terrible anime art for 13-year olds.
my 'problem' with the way the upgrades appear to work it that they just magicially appear on the units across the board, personally i'd rather see that an engie or unit with repair suite (cybran T1 spiderbot...) preform the upgrade ofter you unlock it w/purchase.
and then have Tech levels simply removed, the upgrades would be relay buildings to DL the upgrade schematics.
Title: Re: Supreme Commander 2
Post by: Titan on June 09, 2009, 06:09:02 pm
What's so special about the new UEF gunship? It seems to be the posterboy for SC2, as opposed to the UEF ACU (Which actually made sense as a posterboy)
Title: Re: Supreme Commander 2
Post by: General Battuta on June 09, 2009, 08:26:15 pm
What's so special about the new UEF gunship? It seems to be the posterboy for SC2, as opposed to the UEF ACU (Which actually made sense as a posterboy)

Dude, the Uriel is the greatest thing the UEF has going for -

oh!

 :nervous:
Title: Re: Supreme Commander 2
Post by: NGTM-1R on June 10, 2009, 02:47:49 am
UEF gunships before the nerf...good times, good times...
Title: Re: Supreme Commander 2
Post by: Titan on August 07, 2009, 10:30:08 am
Shutup mister redtext.

Anyone have a scan or something of that recent PC Gamer article? I can't find it online.


Also, I noticed from those recently released screenshots that you're fighting in some sort of city. Two comments on that:

1) Sweet! All the ones from the original were open land. This'll be cool.
and
2) Man, that looks suspiciously like Capella from the FA intro...
Title: Re: Supreme Commander 2
Post by: Demitri on February 25, 2010, 06:39:44 am
Sorry for necroing the thread but just saw that there is a demo on steam and i'm dl-ing now. Has anyone else played it yet?
Title: Re: Supreme Commander 2
Post by: Fineus on February 25, 2010, 10:48:59 am
There is? Well now that you tell me that... yes I'll be downloading it as well!

Edit:

http://store.steampowered.com/app/40140

There's the link for people who can't find it for themselves.
Title: Re: Supreme Commander 2
Post by: Rick James on February 25, 2010, 12:16:11 pm
And I

JIZZED

IN

MY PANTS
Title: Re: Supreme Commander 2
Post by: Colonol Dekker on February 25, 2010, 12:45:57 pm
Don't apologise for the topic re-animation.
 
I've been following this game on gpg.net for a while now and i'll sum this up in two words 'Cybranosaurus Rex'
 
There is a very very good video in pcgamer uk. Last months one at least.
 
It is one of my allowed treats this month. I've already budgeted for it.
Bioshock2 can sling it's hook.
Title: Re: Supreme Commander 2
Post by: Fineus on February 25, 2010, 01:16:42 pm
I've been playing it a bit now and a few things have struck me...

1. I'm getting quite bad shuddering / skipping - particularly when there's some kind of scripted sequence. Anyone else finding this? I'm a bit concerned now as it's not happening in TF2 but it is happening in Aliens Vs Predator as well - but I thought it was an isolated incident.

2. The game UI seems much cleaner / better thought out this time.

3. Unit re-design, but perhaps the research tree is a bit too complicated / too many levels?

4. Units have a different look to them and it's a bit hard to tell what's what in some cases...
Title: Re: Supreme Commander 2
Post by: starbug on February 25, 2010, 04:09:51 pm
I have had a quick go as well.

My thoughts
1. The UI is much better as Kalfireth pointed out.
2. The units seem more simple in design, well the UEF do. I ave found it hard to see much detail on them due to all the blue on the units.
3. Unit Pathing still an issue, units going the long way to get some where, getting stuck or going places they shouldn't and they all klump together when they move and attack they don't enter into a formation like in the first.
4. Game is MUCH SMOOTHER, no slow downs at all!
5. Like the music. Not sure if its still Jeremy soule doing the soundtrack or not.
6. No Cybranosaurus Rex to play with!!!!!!! well not come across any yet.

Overall it seems to be a good game, but still has a few issues they need to address i.e Unit pathing!
Title: Re: Supreme Commander 2
Post by: Ransom on February 25, 2010, 10:22:44 pm
I thought it was disappointing. The new resource system is unfortunate and the game's scale is less impressive. From first impressions it seems like a less ambitious and less robust RTS than its predecessor. It's also uglier.

And while SupCom was never known for its story, at least it was better than this. Argh. I don't think the shift to a more character-driven narrative was a wise one in this case.
Title: Re: Supreme Commander 2
Post by: General Battuta on February 25, 2010, 10:24:18 pm
Was about to post essentially the same thing Ransom did. It's uglier, the resource system feels...well, console-ized, and it feels very much smaller than SupCom 1 did.

And good god the 'character-based storytelling' is awful. Here, let's go from loyal UEF commander to renegade in six lines of dialogue!

And yes, did I mention uglier? SupCom was not exactly brimming with character, but this one's a worse offender.
Title: Re: Supreme Commander 2
Post by: Ransom on February 25, 2010, 10:33:59 pm
BUT SIR MY WIFE IS ILLIMINATE
Title: Re: Supreme Commander 2
Post by: SpardaSon21 on February 25, 2010, 10:40:41 pm
How could UEF High Command not know something like that?  Oh wait, this is Command we are talking about after all, right?  I'm wondering if HQ will give you any useful advice such as "Avoid the nuke and you won't get hit, Commander."
Title: Re: Supreme Commander 2
Post by: Ransom on February 25, 2010, 11:02:21 pm
I laughed when the officer actually exclaimed 'How did we not know this?' The developers knew how little sense it made, but they left it in anyway.
Title: Re: Supreme Commander 2
Post by: Rick James on February 26, 2010, 12:23:44 am
Having finished the demo, I cannot help but agree with the above opinions.

If this game is supposed to be about characters, then why do I feel absolutely no sympathy for them?

Spoiler:
That Cybran in the beginning was annoying as hell, the Aeon sergeant had precisely zero characterization, Maddox's wife gets less than five lines of dialogue before her implied arrest at the hands of the UEF, and Colonel Rodgers is an asshole for no readily explainable reason. I don't mind that this game has characters, but for the love of Heidegger, some better reasoning behind their actions than can be provided in just a few lines of messy dialogue is necessary.

Now, of course, this being a demo, we can't know for certain what the final narrative is going to look like; who knows, maybe this segment of the story we've been given will look better in-context.

EDIT: Oh, and on a completely unrelated note, I think the guy who voices Rodgers is the same guy who voices Professor Hojo in the English adaptation of Crisis Core: Final Fantasy 7.
Title: Re: Supreme Commander 2
Post by: Colonol Dekker on February 26, 2010, 01:40:16 am
Argh SPOILER TAGS!
 
Title: Re: Supreme Commander 2
Post by: Fineus on February 26, 2010, 01:51:15 am
BUT SIR MY WIFE IS ILLIMINATE
Son, I am dissapoint.
Title: Re: Supreme Commander 2
Post by: Fury on February 26, 2010, 02:04:33 am
I played the demo briefly, very briefly. It failed to keep my interest up long enough to even complete the first mission.
Title: Re: Supreme Commander 2
Post by: Bobboau on February 26, 2010, 03:03:58 am
well supcom missions can last for several days, so that is not supprizeing.
Title: Re: Supreme Commander 2
Post by: Mikes on February 26, 2010, 05:34:03 am
Uhhh Bobboau... not even playing through the whole SupCom1 campaign lasted several days (lol). Barely one day matter of fact, for a full playthrough with one faction.

As far as Singleplayer goes the game was incredibly short, incredibly easy and well... ,with the heavily scripted missions, incredibly dull actually ;)
Not to give the wrong impression, it was also the best Multiplayer RTS that i have ever played on the PC - by far.
The only strategy games that i was similarly impressed with were Battle Isle II, which wasn't realtime and Total Annihilation, which was lacking in multiplayer support (compared to Supcom anyways).

Playing Multiplayer on the huge 80x80 maps very rarely took as long as over 4-5 hours+ either.
A regular match on one of the 10x10, 20x20, 40x40 maps, playing 2 vs. 2 or 4 vs. 4, was as good as always over in 1-2 hours.


The SupCom 2 Demo certainly can be finished in under an hour. And from the first impression, it's just as bad as Supcom 1 was in Singleplayer (I mean how long does it take to figure out that easily predictable scripts that allow the player to prepare for the next stept as long as they fri**ing want are a bad idea for a singleplayer RTS lol), except.... it's also a lot smaller than Supcom 1.

BUT SIR MY WIFE IS ILLIMINATE

"But SIR, my secret lover my wife doesn't know about IS ILLUMINATE!"
Command: "I AM YOUR WIFE!"
"Hey Darling! So how's your day going?"

... was propably scrapped because it had too many lines of dialogue for the game :nod:
Title: Re: Supreme Commander 2
Post by: Liberator on February 28, 2010, 04:32:32 am
I read about this in the new PC GamerUK mag and i quiet like the idea that square enix is writting the story, as i found the story not that engaging for the first one. Also from the screenshot in the mag, even though its scaling back on things looks like there will still be epic battles, well there were alot of explosions in the screenshot. I just hope it dosen't end up like Dawn of War 2.
You mean like Command and Conquer 4?
Title: Re: Supreme Commander 2
Post by: starbug on February 28, 2010, 09:43:20 am
Quote
You mean like Command and Conquer 4?

Yip i think so, i haven't been paying that much attention to C&C 4, i never really like the C&C games that much  :nervous:.

After playing it some more, it really feels like they have dumbed down the game, It seems that they have done the same as Relic done with Dawn of War 2, scaled it back to try and appeal to the none RTS players and i have a feeling that the singleplayer might be like DOW2's boring, Just wish that they had released a demo that you can play skirmish games in, as that might be better than the singleplayer. I hope that i am wrong about Supreme Co 2 being average as i enjoyed the first and it might tide me over until Starcraft 2 comes out  :nervous:.

PS sorry if this post doesn't make much sense as i have a major hangover  :nervous:
Title: Re: Supreme Commander 2
Post by: Ransom on February 28, 2010, 10:22:29 am
Dawn of War 2 wasn't so much dumbed down as it was radically reworked. It was still very robust, just not in the same way as its predecessor.

Whereas this game is just a less interesting version of Supreme Commander. Conceptually it's more or less identical. It's almost like it's just less confident about the worth of those ideas, so rather than refining them it's scaled them back entirely.
Title: Re: Supreme Commander 2
Post by: Fineus on February 28, 2010, 10:56:17 am
I gotta agree. I really enjoyed DoW2, it's a very well constructed game. I didn't like the removal of base building but if you don't compare it to the original and treat it as a game in its own right, it's fantastic fun.

SupCom2 does seem very dumbed down. Graphically it seems smoother but the scale has completely reduced. I'm in two minds about it to be honest.
Title: Re: Supreme Commander 2
Post by: NGTM-1R on February 28, 2010, 12:21:05 pm
I never really saw the appeal of the scale of SupCom anyways, to be honest. If I wanted to be playing something where I stared at tiny radar blips moving around, I'd be playing Harpoon. It does that level of command in a much more interesting fashion.
Title: Re: Supreme Commander 2
Post by: Colonol Dekker on February 28, 2010, 02:14:58 pm
That was one of the main draws for me. The idea of testing my management limits fighting a war one battle at a time but over several fronts. Having a main production base and keeping a steady supply of units to forward outposts, via troop dropship to hold the line.   Zooming out from a units eye view to an orbital view to see where my attention is lacking. All the while trying to press the advantage as my spy plane identifies a pair of hostile nuke silos. Alas I only have one anti nuke silo. . . .   
But that's because I upgraded my commander with a teleport and improved antimatter gun.
 
A surgical bomber strike removes the point defenses in place but the AAA shreds them in the process. I gate my commander commando in to detestate the nukes and a few power buildings in the process. 
 
As I charge my gate out back to friendly lines, an enemy counter-attack appears on my tier2 radar. I don't have time to cancel the jump and leg it. So I send in a flight of transports loaded with cheap expendable fodder.
 
 
They try in earnest to hold back the superior enemy force but it's obvious that it won't buy my the commander the jump time he needs. So I cancel the jump and load him onto a transport.
 
 
Fly fly fly! I yell as the remainder of my meagre army is wiped clean from the area of engagement.
 
An enemy engineer is already rebuilding the nuke I took out.
 
That doesn't matter though as the Atlantis surfaces behind the enemy commanders lines and an unbeatable onslaught, this far behind his defenses at least completely blanket his base in spread munitions. 
 
The enemy commander is now the one on the run.
 
 
 
Just one of many reasons to love it. SC2 is gonna be a bit reigned back. But i'll still enjoy it I know :D
Title: Re: Supreme Commander 2
Post by: mxlm on February 28, 2010, 04:39:06 pm
I gotta agree. I really enjoyed DoW2, it's a very well constructed game. I didn't like the removal of base building but if you don't compare it to the original and treat it as a game in its own right, it's fantastic fun.

So when does the automatch stop pitting you against people with hundreds more games than you? Because after the first five rounds put me against guys who were level 20s, I stopped playing online except for the last stand.
Title: Re: Supreme Commander 2
Post by: Titan on March 01, 2010, 12:28:12 pm
It looks like the maps will be all flat like Demigod. Dang, one of my favorite parts was early gave, having a squad of lobos on either side of an important canyon, and having them shell anyone passing through, while the terrain kept them invulnerable.
Title: Re: Supreme Commander 2
Post by: mxlm on March 01, 2010, 07:25:31 pm
FWIW, one of the guys at PC Gamer UK is flogging the notion that the full game is much superior to the demo pretty hard. He's gone some ways to restoring (http://www.computerandvideogames.com/article.php?id=236576) my 'omgday1' purchase desire.

Now, my laptop still won't be fixed by the release date, (**** you some more, Toshiba!) but if it were, there's a pretty good chance I'd go get SC2.

Quote
It's a slick, fast sport rather than a deep, slow simulation. The downside of this is a loss of scale, but the upside is that almost every match escalates to huge clashes of mega units and ridiculous strategies. Without full access to the tech trees, skirmish games or multiplayer, you can't really see this. But it is there, and I encourage waiting for the full thing - or at least our review - before you write it off.
Title: Re: Supreme Commander 2
Post by: carbine7 on March 02, 2010, 02:14:06 am
The game is currently unplayable with Steam pre-loads (I speak from experience  :( ) because the main application won't decrypt. Your laptop might make it in time after all.
Title: Re: Supreme Commander 2
Post by: Colonol Dekker on March 02, 2010, 02:31:26 am
Is every bloody game on the planet steam dependant now? :wtf:
 
 
I just want to buy a game from the shop, install it, then play the thing.
 
 
I'm seriously considering becoming primarily console focused again.
Title: Re: Supreme Commander 2
Post by: Titan on March 02, 2010, 04:43:18 am
Yeah. really.
Title: Re: Supreme Commander 2
Post by: Ransom on March 02, 2010, 05:19:04 am
I just want to buy a game from the shop, install it, then play the thing.
Steam lets you do this. You only need to decrypt if you preload, which can only be done if you order the game through Steam to begin with.

It's a great service. I buy most of my games through Steam these days and have no complaints.
Title: Re: Supreme Commander 2
Post by: Colonol Dekker on March 02, 2010, 05:51:35 am
I just want to buy a game from the shop, install it, then play the thing.
Steam lets you do this. You only need to decrypt if you preload, which can only be done if you order the game through Steam to begin with.

It's a great service. I buy most of my games through Steam these days and have no complaints.

 
I like to purchase the physical media. It's just easier. The boxes are nice too :D   
Title: Re: Supreme Commander 2
Post by: NGTM-1R on March 02, 2010, 11:25:43 am
So, who's wife is illuminate gotten it?
Title: Re: Supreme Commander 2
Post by: Thaeris on March 02, 2010, 02:30:36 pm
Getting the "real product" when you've paid for it is always a draw for me. It's one of the reasons I like to get physical copies of albums.
Title: Re: Supreme Commander 2
Post by: Titan on March 02, 2010, 08:16:44 pm
Getting the "real product" when you've paid for it is always a draw for me. It's one of the reasons I like to get physical copies of albums.

That and there's no DRM...
Title: Re: Supreme Commander 2
Post by: General Battuta on March 02, 2010, 09:22:50 pm
Getting the "real product" when you've paid for it is always a draw for me. It's one of the reasons I like to get physical copies of albums.

That and there's no DRM...

False.
Title: Re: Supreme Commander 2
Post by: Colonol Dekker on March 03, 2010, 03:50:21 am
Very false.
 
It started with spore. . . Bloody spore.
 
 
Anyone got the full game yet? I'm a looking forward to getting add-ons via mission disk or gpg.net.
Title: Re: Supreme Commander 2
Post by: starbug on March 03, 2010, 05:58:56 am
Wait is it out yet? i thought it was out on the 5th of march?
Title: Re: Supreme Commander 2
Post by: NGTM-1R on March 03, 2010, 06:41:12 am
Wait is it out yet? i thought it was out on the 5th of march?

Out on steam.
Title: Re: Supreme Commander 2
Post by: Titan on March 04, 2010, 12:08:07 pm
Getting the "real product" when you've paid for it is always a draw for me. It's one of the reasons I like to get physical copies of albums.

That and there's no DRM...

False.

Bu... but... the salesclerk... said cds...
Title: Re: Supreme Commander 2
Post by: General Battuta on March 04, 2010, 12:09:08 pm
Many games that you purchase on CD or DVD-ROM will contain DRM.
Title: Re: Supreme Commander 2
Post by: The E on March 04, 2010, 12:12:18 pm
Remember SecuROM? Started out as nothing more than a particularly thorough (and, as we all know, partially broken) disc checking mechanism.
Title: Re: Supreme Commander 2
Post by: Thaeris on March 04, 2010, 12:12:40 pm
This is true. Having to have the disk in the drive is perhaps one of the oldest tricks in the book, but that in itself probably stemmed from the fact that early computers couldn't deal with having all the information on the disk transferred to the HD. Of course, I've not bought a "new" game since... when?

...The last things I bought were FS1 & 2 from GOG, which, thank God, doesn't have any DRM stuff. My post was mainly with regards to music CDs, which I do enjoy having...
Title: Re: Supreme Commander 2
Post by: Titan on March 04, 2010, 05:59:58 pm
...The last things I bought were FS1 & 2 from GOG, which, thank God, doesn't have any DRM stuff. My post was mainly with regards to music CDs, which I do enjoy having...

I was talking about CDs too...

SOOOOO, how is SC2? I had to tie myself to the chair to stop myself from running out to buy it.
Title: Re: Supreme Commander 2
Post by: SpardaSon21 on March 04, 2010, 06:56:44 pm
Haven't played it or the demo, but I've been hearing its a simplified, streamlined, more generic RTS, rather than a true sequel to Supreme Commander.  Some guy on another forum said you can have multiple nukes inside of twenty minutes in SupCom2 :ick:.
Title: Re: Supreme Commander 2
Post by: Titan on March 04, 2010, 07:37:06 pm
Haven't played it or the demo, but I've been hearing its a simplified, streamlined, more generic RTS, rather than a true sequel to Supreme Commander.  Some guy on another forum said you can have multiple nukes inside of twenty minutes in SupCom2 :ick:.

I never enjoyed uber weapons like nukes and stuff. It just turns into a race to see who can get one first.

A race I always lose, incidently.
Title: Re: Supreme Commander 2
Post by: Mikes on March 04, 2010, 09:44:58 pm
DRM on physical Media nowadays is usually a LOT worse than Steam ...
I will happily buy a game on Steam, if it means i can avoid the Securom/Rootkit infested Retail version.

The exception to the rule are EA games... some of which install Securom on top, even when you do get the Steam version (LOL).

Aside from that, yeah, not just games DVDs are DRM infested, a lot of "music CDs" will start installing all kinds of crap as well when you put em into the drive of a PC.
The big Rootkit/DRM scandal Sony was involved in a few years back  (i.e. the socalled "Sony Rootkit) actually was about a music CD, not a game, if i remember right.
Title: Re: Supreme Commander 2
Post by: NGTM-1R on March 05, 2010, 12:32:50 pm
Haven't played it or the demo, but I've been hearing its a simplified, streamlined, more generic RTS, rather than a true sequel to Supreme Commander.  Some guy on another forum said you can have multiple nukes inside of twenty minutes in SupCom2 :ick:.

It's not a bad game. I actually prefer that most matches feature experimental shootouts and ridiculously huge explosions; the concept of attritional warfare that decided most SupCom 1 matches is neither fun nor interesting, no matter how effective.

The unit names however tend to make me wince a bit.
Title: Re: Supreme Commander 2
Post by: Liberator on March 07, 2010, 06:52:22 am
I tried the demo, courtesy of Steam(yeah I know I called it spyware), and it's not bad.  The Experimentals are cool, particularly the submersible aircraft carrier.  However, I am troubled by how weak the emplacement defenses are, the AA particularly.  Takes several seconds for even a cluster of them to kill an aircraft, mean while the NPC's IDENTICAL structure shred my units.
Title: Re: Supreme Commander 2
Post by: Bobboau on March 07, 2010, 02:09:46 pm
do you have sufficient radar coverage?
Title: Re: Supreme Commander 2
Post by: Starman01 on March 07, 2010, 03:34:18 pm
I'm not really sure what I should say. From the viewpoint of a player who really enjoyed the first part and the addon, both in looks and gameplay, I can only say, I'm god damn angry I bought the game before playing the demo. Usually I know the demo is always a little less good then the game, and I thought how bad can it be compared to SC1 that I enjoyed so much. On the screenshots I checked out I didn't notices my main concern of the graphics (see below). If you are going to see it compared to SC and SCFA, it really sucks. The gameplay started with Total Annihilation and continued in Supreme Commander is gone more or less, at least economy wise.

The economy is now pretty uninteressting. In the old games you were able to run multiple constructions jobs, no matter if you can provide the ressources, it just took longer. Now it's more like the "standard" games, if you have the ressources on the account, you can build. Starting a buld job, removes the ressources instantly. That disabled also to queue unit building above your account.

Building four Mass Extractors and four energy generators (no more T1 to T3 :( ) is usually quite enough.  The Battles itself are more or less the same and still make fun, though it could use some tweaking in unit strengths. Upgrading buildings with weapons is a nice touch, always liked that in the "earth2150" games :)  So, in short, for someone who isn't totally hooked into TA and SC gameplay, this game can be quite fun. For anyone else who expected a worthy offspring from the first part, it's pure dissapointment :(

However, there is one point, that really is bad for both faction of players, and that's the graphic. While the terrain and leveldesign is quite neat, the unit textures are simply god awful and nearly made my eyes bleed (especially compared to SC and SCFA). To quote someone from the official forums, "the textures look like being created by a 4 year old kid using MS Paint". Furbar ! I'm not quite sure if the polygon count on the units have been lowered or raised, it simply goes lost under these ugly textures, you do not even want to scroll in anymore

Well, I've have only played the first 5 Missions sofar, but I don't think I will play this one any further. It's also very easy, the only thing still missing is a "I WIN" button in the interface to successfully complete the missions, that would save you at least time. Maybe it's getting harder in later stages, but I'm not going to find that out :)

So, in short, if you are looking for a nice RTS game to while away some time, it's a satisfying game. Especially, since there are not much on consoles afaik. But if you want something more intense , grap Supreme Commander Forged Alliance, on modern machines you can run it on highest settings and have a lot of fun (I Do Love the amazing overpowered nukes, also that it took ages to build one) :)

Send in a wing of strategic bombers to nail down strategic missiles defenses, then lauch four or five nukes at the enemy base. Rotate the camera to side view and enjoy the fire works (especially if the enemy commander goes up too in the blast)
Title: Re: Supreme Commander 2
Post by: Colonol Dekker on March 07, 2010, 03:38:12 pm
Does it need internet validation? Or can I just buy the thing, install it, and play?
Title: Re: Supreme Commander 2
Post by: starbug on March 07, 2010, 05:06:02 pm
So i take it that it is true what most people are saying in reviews, that the game has been completely and utterly dumbed down for console players (not my words  :nervous:) and is a very poor on the terms of unit design and scale. I was hoping that the full game might not of been as bad as the demo, Oh well looks like i will have miss this one and go for DOW 2 Chaos Rising and DA Awakening to keep my occupyed until starcraft 2 comes out  :nervous:. Which is a shame because i loved the first Supreme Commander. Don't know why that they couldn't have just kept this on the PC because it ain't really meant for consoles, I'm not having a go at them because i have an 360. I just think RT S's don't really work on them
Title: Re: Supreme Commander 2
Post by: SpardaSon21 on March 07, 2010, 06:52:08 pm
Dekker, SupCom2 uses Steam, and everything that goes with it.
Title: Re: Supreme Commander 2
Post by: Colonol Dekker on March 08, 2010, 02:06:03 am
/me cancels purchase before leaving for work.
 
Title: Re: Supreme Commander 2
Post by: Mikes on March 08, 2010, 11:10:01 am
Well i just finished the campaign... let's just say "But Sir, my wife is Illuminate! ....... is actually a brilliant piece of story telling compared to what comes after ....

Spoiler:
I.e. Final Cybran campaign:

FIRST Mission:
You: "But ... ! I have sufficient mass, i have an army! I could fight him!!! ..." (Yes... your character actually spells it out ... to really make sure that you don't miss the stupidity that follows.)

Brackman (i.e. Cybran leader, abbreviated): No my son, you have to recover the data and flee and leave the all powerful alien supership terraformer that s older than the Seraphims and can destroy entire planets in the hands of the bad guy (i.e. actually the annoying Cybran from the demo is the main antagonist of the game), but no worries, he is SURELY not smart enough to figure it out!"

".... uh... but...."

Brackman: "Go now my child! I have activated the bases self destruct sequence".

You "Ack! Ok ok!" /runs for portal.

4 utterly pointless missions later:
(example of the most pointless mission ever: Oh we dropped on this unknown planet short of our destination, whats here? Uhm... thats wierd, an enemy base but its procuding nothing but engineers that try to take over your base .... Brackman: "How INTERESTING (egad! /PUKE LOL) we MUST study it!!! ....   (i.e. waltz through with 2-4 experimental spiders and cap a building at the end - no other units necessary.))

FINAL Mission: You end up going back to the same f***** place where the Cybran campaign started.... : Brackman: "oh no, the evil bad guy just (yes... JUST) launched Shiva (i.e. the alien super Terraformer again... you know.... that thing that dropped out of nowhere and was explained even quicker than Maddox's Illuminate wife and defection in the demo LOL.)!

He must have figured it out after all! How suprising! (Yes seriously.... how f****** surprising You genius of a writer!) Quick you must follow him and stop him!"

You: /bang head against wall repeatedly.




Think one can't top that in stupidity? Well let's see....  let's quickly sum up the Aeon/Illuminate campaign (comes before the Cybran one):

Aeon campaign mission 1-4 = you are an Illuminate terrorist fighting to overthrow the wicked Aeon government because they are allied with the UEF and the Cybran now; mission 5: oups we helped the bad guy nuke an Illuminate City! = change of heart!  Mission 6: Weeee i'm one of the good guys now! All my political ideas are forgotten and i fight for the establishment now! Why?!?!? Well because i helped the bad guy nuke a city by.... ACCIDENT, HE TRICKED US! Its sooooooo UNFAIR! (At the start of the mission where the city gets nuked ... the bad guy ... - you know, that unmotivated Cybran prick from the demo that always fills in as antagonist here antagonist there - actually commented what he would like to do with the place and nukes if it wasn't defended like it was ... )

And the UEF and Cybran guy (i.e. the player characters from the other campaigns) of course welcome the Aeon terrorist with open arms and trust her because ...... (wait for it.... this is no joke) .... THEY WERE ALL BUDDIES BACK IN SCHOOL!
Title: Re: Supreme Commander 2
Post by: Fury on March 08, 2010, 11:14:55 am
Spoiler:
Who the **** they did hire to write their story? Oh wait...
Honestly, it makes me sick to see this kind of garbage from paid developers.
Title: Re: Supreme Commander 2
Post by: Mikes on March 08, 2010, 11:56:14 am
Spoiler:
Who the **** they did hire to write their story? Oh wait...
Honestly, it makes me sick to see this kind of garbage from paid developers.

Welll ... saying "they propably let an unmotivated intern do it" would be an insult to unmotivated interns everywhere.
Title: Re: Supreme Commander 2
Post by: Titan on March 08, 2010, 12:04:44 pm
Goddamit, I was looking forward to this.
Title: Re: Supreme Commander 2
Post by: Mikes on March 08, 2010, 01:00:53 pm
Goddamit, I was looking forward to this.

Well the campaign gameplay is actually a lot better than the first overall (sadly that isn't saying much, but still heh) ... it's the story that outright sucks.

Multiplayer well... different story...  won't pass judgement yet, but have very mixed feelings so far. At best it feels "like Supcom1" occasionally. But mostly it feels like Supcom1 already had everything that Supcom2 has, except Supcom1 did it better and with much grander scope and scale lol.
Title: Re: Supreme Commander 2
Post by: TrashMan on March 08, 2010, 01:05:14 pm
 :lol:
Title: Re: Supreme Commander 2
Post by: SpardaSon21 on March 08, 2010, 01:07:04 pm
So basically if we have Supreme Commander 1 + FA, there's not much reason for us to get this?  I mean, we really aren't missing much, considering multi is "meh" and the story is atrocious.  What did anyone expect though, they got creators of JRPG's to help write the story.
Title: Re: Supreme Commander 2
Post by: Ace on March 08, 2010, 01:57:57 pm
The first game had a cheesy but fun plotline... this just sounds... ugggh.
Title: Re: Supreme Commander 2
Post by: Ransom on March 08, 2010, 10:29:00 pm
What did anyone expect though, they got creators of JRPG's to help write the story.
Everything I've heard indicates Square was only a publisher. Even Final Fantasy in its worst moments would be vastly preferable to this mess.
Title: Re: Supreme Commander 2
Post by: starbug on March 09, 2010, 04:50:59 am
Quote
Everything I've heard indicates Square was only a publisher. Even Final Fantasy in its worst moments would be vastly preferable to this mess.

They were also hired to write the storyline, Chris Taylor thought that they could write a much better storyline than GP could.

I wonder who is doing the storyline to Dungeon siege 3 and this Medieval/fantasy RTS that they are doing??
Title: Re: Supreme Commander 2
Post by: Starman01 on March 09, 2010, 05:11:21 am
I wonder who is doing the storyline to Dungeon siege 3 and this Medieval/fantasy RTS that they are doing??

According to what they made sofar, probably the 2nd grade of the town's elemental school (not sure what it's called, I mean the school were the very young kids start :D )
Title: Re: Supreme Commander 2
Post by: TrashMan on March 09, 2010, 05:42:52 am
Everything I've heard indicates Square was only a publisher. Even Final Fantasy in its worst moments would be vastly preferable to this mess.

I wouldn't go THAT far. FF is a benchamark for bad writing after all.
Title: Re: Supreme Commander 2
Post by: Colonol Dekker on March 09, 2010, 07:04:45 am
I dunno, Magitech armour, Slave crowns, SOLDIER, Genova project, the Mako cannon. They were all cool.
 
Also Gunblades. I want a Gunblade.
Title: Re: Supreme Commander 2
Post by: Ransom on March 09, 2010, 07:48:46 am
They were also hired to write the storyline, Chris Taylor thought that they could write a much better storyline than GP could.
Could you source this?
Title: Re: Supreme Commander 2
Post by: Mikes on March 09, 2010, 09:57:51 am
They were also hired to write the storyline, Chris Taylor thought that they could write a much better storyline than GP could.
Could you source this?

I read that in one of the early early prerelease announcements too ...  no idea if there's any truth to it and sadly i can't find the article anymore either.

Looking at the end product however, i would say it's absurd to believe Square actually "did the story" for Supcom2 ... or well, if they did, then they really must have just sent the intern over to GPG and called it a day (LOL).  
Title: Re: Supreme Commander 2
Post by: starbug on March 09, 2010, 11:35:09 am
Quote
Could you source this?

PC Gamer UK, i can't remember what issue it was but there was a preview of the game and an interview done, were Gas powered Games went with Square to write the storyline for the game and GPGs worked on the engine and put that into the game.
Title: Re: Supreme Commander 2
Post by: Ransom on March 09, 2010, 11:50:51 am
Fair enough, I suppose. If that's the case, I'm baffled that their combined efforts somehow managed to spawn writing worse than either company's previous work. Especially since the issues that plague this game's narrative are completely different from those of Square's titles.
Title: Re: Supreme Commander 2
Post by: Titan on March 09, 2010, 06:41:12 pm
Ok, this aside, I have heard rather good things about this. I'm not a multiplayer person, and I honestly am not very good at these games, despite the fact that I love them. However, I heard the GPGnet has been replaced by steam.

Should I consider buying it once it goes down in price, even though I don't use steam?
Title: Re: Supreme Commander 2
Post by: General Battuta on March 09, 2010, 06:56:03 pm
There's nothing wrong with Steam, it works fine and it won't rootkit your computer.
Title: Re: Supreme Commander 2
Post by: NGTM-1R on March 10, 2010, 02:42:35 am
I dunno, Magitech armour, Slave crowns, SOLDIER, Genova project, the Mako cannon. They were all cool.
 
Also Gunblades. I want a Gunblade.

See, you're confusing "cool" for "tightly plotted" or "practical" or "good".

You can have Superman fighting twin clones of Hitler in the future, but that doesn't mean the story's going to be worth a damn. :P

I think this basically demonstrates that Square has no concept of how to write this sort of storyline. You can get away with a lot screwier plot twists in a Final Fantasy game because there are no guiderails of expected conduct or competence in those settings. As the Illuminate wife line's reactions demonstrate, this is not the case for people in the military piloting ten-story-tall death machines.
Title: Re: Supreme Commander 2
Post by: Colonol Dekker on March 10, 2010, 03:15:19 am
Story for me regarding supreme commander was always just a formality, a decorative box for what was, in my consideration a huge three front battle filled  strategy cake. It was in my mind as necessary as the story in Total Annihilation. Sure it would have been a series of unsecured skirmishes without. But that's all any campaign map in an RTS is.
 
I bought the first because I loved TA, I was hoping SC2 was more of the same. If it isn't i'll wait til it's cheaper.
 
 
How's skirmish by the way?
Title: Re: Supreme Commander 2
Post by: Mikes on March 10, 2010, 04:32:25 am
Story for me regarding supreme commander was always just a formality, a decorative box for what was, in my consideration a huge three front battle filled  strategy cake.
...

...
How's skirmish by the way?

Fully agreed ... and for TA (pretty much no story) and SC1 (very little story) that was true.
As far as SC2 goes... no story would have been better than THIS. It sticks out like a sore thumb. It's so bad that it can't even easily be ignored (lol).

Well, to say something positive to for a change... for people who liked SC1 and like strategy on a grand scale in general, this is still a good game and is still way WAY different from C&C or Starcraft etc..
SC2 just doesn't compare all that favorably when you compare it to SC1.

What aggravates this comparison is that there are maybe 2 or 3 maps total in multiplayer where you can still fight battles on an at least "decent" scale (i.e. compared to SC1 maps... about 15x15 or so). All the other maps are outright TINY with little or no room to maneuver at all...   (i.e. when your commander can walk into the enemy base 1-2 minutes it always ends in some kind of cluster**** rush and most of these games are over in 5-10 mins tops ...)


And Skirmish... well, let's say it is definitely a Multiplayer game. The AI is beyond stupid ;)
Title: Re: Supreme Commander 2
Post by: Titan on March 10, 2010, 09:14:21 am
And Skirmish... well, let's say it is definitely a Multiplayer game. The AI is beyond stupid ;)

What do you mean 'stupid'?

My problem is that I want an AI to play MY way, not one that plays how OTHER people that play the game play it, IE, THE RIGHT WAY.
Title: Re: Supreme Commander 2
Post by: Mikes on March 11, 2010, 02:15:47 am
My problem is that I want an AI to play MY way, not one that plays how OTHER people that play the game play it, IE, THE RIGHT WAY.

The AI offers no challenge whatsover. It doesn't matter if you walk over and kill it in the first few minutes of the game or if you defend against its puny assaults and put it out of its misery later (lol).
Title: Re: Supreme Commander 2
Post by: Ghostavo on March 11, 2010, 05:39:38 am
Just played it yesterday and I have to say, it's bad.

The skirmish maps are really really small, the AI is as dumb as a rock, and the game fells slower as a whole, although I like the introduction of research.

In a related note, the pathfinding algorithm is the worse I've seen lately. An RTS released in 2010 that requires you to guide your units through a path so that they don't get stuck? Really?
Title: Re: Supreme Commander 2
Post by: mxlm on May 30, 2010, 08:39:01 pm
Ninja necro action!

Okay, so the campaign? Is hilarious. It's totally worth playing through just to see what, y'know, professionals are capable of producing when they set their minds to it. Same deal with the unit names. I dearly wish Yahtzee had reviewed it.

The gameplay? Well. All I can say is I really don't understand the consternation the shift to a faster pace generated. Haven't played too much Forged Alliance, but--and I think this would be true if I went back to TA--it's waaaay too slow. And unlike, say, Civilization or X-Com or Master of Orion or Crusader Kings or whatever, there's nothing here that justifies the time requirement. It's rather like Sins of a Solar Empire in that respect. So I'll go ahead and call 2 a substantial improvement on 1.
Title: Re: Supreme Commander 2
Post by: Ransom on June 02, 2010, 08:22:29 pm
The speed has nothing to do with the consternation. The issues are the smaller scale, busted resource system, and diminished focus on long-term tactics.

Haven't played too much Forged Alliance
That hasn't stopped you from making sweeping generalisations about it. FA is only slow in singleplayer. But even then I liked the slow-burn nature, thanks.

Improvement isn't really the word - that's like saying the console Baldur's Gate games were improvements on the PC series. They appeal to different audiences. That's clear enough considering most everyone who likes SupCom 2 didn't play the original.

For the record, I also found Sins of a Solar Empire intolerably boring.
Title: Re: Supreme Commander 2
Post by: mxlm on June 03, 2010, 06:29:07 pm
The speed has nothing to do with the consternation. The issues are the smaller scale, busted resource system, and diminished focus on long-term tactics.
I would have thought the speed was linked to those three issues. No?

Not the part where engineers can't assist in construction, as that's due to an as-yet ineradicable bug which made assistance free.

Quote
That hasn't stopped you from making sweeping generalisations about it. FA is only slow in singleplayer. But even then I liked the slow-burn nature, thanks.

Well, fair enough on the first, but I'm not seeing the strategic depth in singleplayer. Build a bunch of T2 pd and T3 SAMs and shields and your stuff doesn't die. Build a bunch of experimentals and maybe some T3s if you feel like it and all of their stuff does die--although the commander builds fast enough to alleviate some of my problems with the pacing. Maybe some of the later missions will throw something different at me.

For the second, well. I have enough multiplayer games on my plate that I'm unlikely to ever get around to FA multi, at least until I get bored of L4D2, which will be never. Unless one of you kids wants to show a douchetastic noob the ropes, but even then.

Quote
Improvement isn't really the word - that's like saying the console Baldur's Gate games were improvements on the PC series. They appeal to different audiences. That's clear enough considering most everyone who likes SupCom 2 didn't play the original.

True. I was shocked when my first game of DoWII took, like, eight minutes. And then, after it started pitting me against people of roughly equivalent skill, I realized I really liked the fact that I could play three to six games in an hour. I totally switched teams at that point, and so the different pacings of SC2 and 1? Yeah, the latter appeals to me a lot more these days.

I wonder how I'd feel if I fired up CivIV again. hmm.
Title: Re: Supreme Commander 2
Post by: Ransom on June 06, 2010, 06:25:34 am
I would have thought the speed was linked to those three issues. No?
I don't think so. Certainly I don't have a problem with the idea of a faster pace. If that was the intention behind those changes, I think they were misguided. The new resource system doesn't move any faster than the old one, it's just bland and weirdly implemented. Scale is a matter of variation in unit sizes and power; the spectrum is far less interesting in SupCom 2.

And you don't need hour-long games for long-term tactics. I'm talking about things like resource management and pre-planning. The original was deeply macro-oriented, but the sequel brought in a lot of micro-management (research, building upgrades, etc) which made for a very different style of gameplay. At the same time, this reversed many efforts in the first game which were aimed at reducing the genre's finickiness.

Don't get me wrong: I like streamlining. But I don't feel that's what SupCom 2 did. It is, philosophically, almost completely opposed to the original.

Well, fair enough on the first, but I'm not seeing the strategic depth in singleplayer. Build a bunch of T2 pd and T3 SAMs and shields and your stuff doesn't die. Build a bunch of experimentals and maybe some T3s if you feel like it and all of their stuff does die--although the commander builds fast enough to alleviate some of my problems with the pacing. Maybe some of the later missions will throw something different at me.
That's my point, though. The AI is terrible. If you really can't stomach digging into the multiplayer, there are downloadable AIs which will definitely give you a work out, although even then I never really appreciated the systems at play until I won my first ranked match (which lasted about fifteen minutes, mind you). Like most strategy games, it doesn't shine without challenge.
Title: Re: Supreme Commander 2
Post by: mxlm on June 08, 2010, 08:50:18 am
Righto. I'd just note that the intention behind the design changes can be more or less sussed out in a (http://www.quartertothree.com/game-talk/showpost.php?p=1753739&postcount=99) couple (http://www.quartertothree.com/game-talk/showpost.php?p=1753748&postcount=101) posts (http://www.quartertothree.com/game-talk/showpost.php?p=1753980&postcount=104) from a GPG employee over on Qt3.
Title: Re: Supreme Commander 2
Post by: General Battuta on June 08, 2010, 01:19:22 pm
Whatever the intent was, the result was a fantastically stupid game compared to the first one. One of my biggest complaints was the change from a delta-based, flow-dependent economy to a simple lump-sum one.
Title: Re: Supreme Commander 2
Post by: SpardaSon21 on June 08, 2010, 01:44:23 pm
See, here's the thing about the economy.  It is much easier to infinite queue when you have flow-based resources and know you can support the build costs than having to wait for resources, then queue units whose build costs get  deducted as soon as they are queued.  SupCom1 actually had less micro involved for their building than SupCom2.
Title: Re: Supreme Commander 2
Post by: mxlm on June 08, 2010, 10:48:16 pm
Less micro in queuing, perhaps, but lump sum economies are much easier to comprehend than the flow dependent stuff.
Title: Re: Supreme Commander 2
Post by: General Battuta on June 09, 2010, 01:28:03 am
Less micro in queuing, perhaps, but lump sum economies are much easier to comprehend than the flow dependent stuff.

No they aren't!

It's the same actual amount of mathematics.
Title: Re: Supreme Commander 2
Post by: mxlm on June 09, 2010, 01:47:51 am
Perhaps comprehend is the wrong word. Regardless, yes, it's a lot easier to go "I have x money, I can buy y" than it is to balance the inflow/outflow, know when it's appropriate to deficit spend and so on.

Also, am I wrong or does the AI randomly decide what gets priority when you overspend?
Title: Re: Supreme Commander 2
Post by: Ransom on June 09, 2010, 08:33:02 am
Nothing gets priority, was my impression. It's divided equally.
Title: Re: Supreme Commander 2
Post by: MR_T3D on June 09, 2010, 03:35:34 pm
SupCom 1 economy:
I am making X per second, spending Y per second
try to keep X>Y.
if I decide to have Y<X, do I have enough resources to not have hampered production?
a quick estimate in the head figures that out, I believe.
It was more involved that I have X resource, what should I spend this amount on...
I liked it.
Title: Re: Supreme Commander 2
Post by: Bobboau on June 13, 2010, 05:09:56 am
actualy you want to keep X as close to Y as possible, and on average Y should be slightly < X.
Title: Re: Supreme Commander 2
Post by: Titan on June 13, 2010, 12:58:53 pm
actualy you want to keep X as close to Y as possible, and on average Y should be slightly < X.

Yeah, you don't want to waste resources. You get negative points for that, I think.
Title: Re: Supreme Commander 2
Post by: Titan on June 27, 2010, 12:10:55 pm
 :bump:

... sorta. Is there a demo available from anywhere other then steam? I figured I'd look into it, seeing as, well, demos are free.
Title: Re: Supreme Commander 2
Post by: General Battuta on June 27, 2010, 12:28:23 pm
:bump:

... sorta. Is there a demo available from anywhere other then steam? I figured I'd look into it, seeing as, well, demos are free.

Get Steam, play the demo, marvel at how bad it is compared to Forged Alliance.

also, ILLIMINATE
Title: Re: Supreme Commander 2
Post by: mxlm on June 27, 2010, 12:29:31 pm
It's a steamworks game. So no, the demo isn't independent of steam.
Title: Re: Supreme Commander 2
Post by: Thaeris on June 27, 2010, 07:32:46 pm
I dislike Steam, and I refuse to stop disliking it. I do in no sense want some blast-it form of DRM following me about for the things I've purchased.
Title: Re: Supreme Commander 2
Post by: General Battuta on June 27, 2010, 08:28:32 pm
Go start a Steam thread, then, we're busy trying to play games here.
Title: Re: Supreme Commander 2
Post by: Liberator on June 27, 2010, 08:47:29 pm
To be fair I used to loathe Steam.

Then I used it to buy DoW2 and the Gold Edition of DoW and it's ok.  Not Great.  And I wish I didn't have to run it to keep up with my campaign progress but it's ok.
Title: Re: Supreme Commander 2
Post by: mxlm on June 28, 2010, 02:00:37 am
Are you sure you're not confusing Steam with GfWL?