The three sides are even more similar in SupCom than they were in TA.
The only differences are with the uber-units, and you will rarely see anyone building those in a game where you're actually fighting, since they take an obscenely long time to complete.
Aside from the uber-units, each side is pretty much a carbon copy of the other two. "Medium assault tank", "light fighter plane", etc. The units differ only cosmetically.
Do they have decent spider tanks this time? I don't just mean multipeds, I mean the type that can climb sheer cliff surfaces and have weapons that don't suck.
Actually the resource gathering really isn't conventional. There's little points all acrossed the map that you go and build shit on top of them(I can't think of their name for the life of me for some reason). The only resource that is really conventional is just the power resource you collect by building, get this, power generators in your base :P.
Think WH40k/CoH Resource capping, only instead of capping a point you just build something on top of said point.
Isn't that exactly the same as DoW? Except..without the capping.
I dont know. The look of this game is enough to turn me off. These units all look like power ranger toys, and bigger does not necesarily mean better in my book. We'll see I guess. DoW and CoH do one thing right more than any other game; they keep the action constant. Good players fight the entire goddamn game. No building massive forces and then attacking, which is all I ever see in screenshots and videos of this game. It makes me nervous.
Actually the resource gathering really isn't conventional. There's little points all acrossed the map that you go and build shit on top of them(I can't think of their name for the life of me for some reason). The only resource that is really conventional is just the power resource you collect by building, get this, power generators in your base :P.
Think WH40k/CoH Resource capping, only instead of capping a point you just build something on top of said point.
Isn't that exactly the same as DoW? Except..without the capping.
I dont know. The look of this game is enough to turn me off. These units all look like power ranger toys, and bigger does not necesarily mean better in my book. We'll see I guess. DoW and CoH do one thing right more than any other game; they keep the action constant. Good players fight the entire goddamn game. No building massive forces and then attacking, which is all I ever see in screenshots and videos of this game. It makes me nervous.
It depends what you're looking for in an RTS.
As an example, my experience of DoW was that there's little (if any) scope for defensive play. That's not a complaint, that's just the game mechanic. Here defensive play can be a really huge aspect of the game, with massive base defence turrets, walls and energy shields.
SC emphasises sheer scale of warfare happening over massive tracts of land. I haven't played the beta, but if it's like TA, then that means confrontations are fewer but they're a lot expansive. The individual battles aren't designed to be short, sharp affairs decided in a few seconds, instead they last for a while and result in pitched battles and stand-offs.
It just depends which style you prefer. Personally, I prefer games like this since there's usually less micro-management (no spell effects to trigger off, things like that), and instead you focus more on manoeuvring your units on the field and deciding on a more general, larger scale plan of action.
The three sides are even more similar in SupCom than they were in TA.
The only differences are with the uber-units, and you will rarely see anyone building those in a game where you're actually fighting, since they take an obscenely long time to complete.
Aside from the uber-units, each side is pretty much a carbon copy of the other two. "Medium assault tank", "light fighter plane", etc. The units differ only cosmetically.
You're killing me K.
DeaconKnowledge on
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Well, for me TA was always about who had the better strategy, so I don't mind similar units, although I would prefer if they leaned one way or the other; like one faction having a more balanced air attack or navy.
DeaconKnowledge on
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The three sides are even more similar in SupCom than they were in TA.
The only differences are with the uber-units, and you will rarely see anyone building those in a game where you're actually fighting, since they take an obscenely long time to complete.
Aside from the uber-units, each side is pretty much a carbon copy of the other two. "Medium assault tank", "light fighter plane", etc. The units differ only cosmetically.
You're killing me K.
But... isn't that how TA was? I mean, there were slight differences, but wasn't it still "light K-Bot, medium fighter, radar boat" x2 until the expansions? Or was it the same even in the expansions?
Having never played TA more than once or twice I guess that for me unlike Captain K there are no awesome expectations for SC to live up to. I'm not saying that it's bad, it's just that it sucks for people like Captain K because he might not enjoy the game as much. Which sucks for me because I'd like to play with him.
Isn't that exactly the same as DoW? Except..without the capping.
I dont know. The look of this game is enough to turn me off. These units all look like power ranger toys, and bigger does not necesarily mean better in my book. We'll see I guess. DoW and CoH do one thing right more than any other game; they keep the action constant. Good players fight the entire goddamn game. No building massive forces and then attacking, which is all I ever see in screenshots and videos of this game. It makes me nervous.
Its similar, but you have to use a builder unit and not a combat unit, which does change the tactics a bit, and SC has a lot more points to cap.
You CAN rush and you CAN fight the entire game. Both are viable strategies, if a bit more difficult thanks to the Supreme Commander.
Its both much more powerful and much more in need of protection compared to the DoW Force Commander and the like. He's a builder unit, upgradeable turret, and nasty combat unit in one. But in some game modes, if he dies the game is over. And even if it isn't, his on-board reactor goes up with an explosion that can gut your defenses if you aren't careful.
Still, early offenses can do a fair amount of damage. Just stay the hell away from the SC and go for the buildings. I had a 4 player FFA game where my first rush against my neighbor failed. He was turtled all to hell and back, so I left him alone. The other two players were skirmishing madly- building units and throwing them into the fray at mid-field without actually doing much damage.
That changed when I sent a T1 air strike in and blew the fuck out of the southern player's main factory. The same hit, reinforced a bit, was good to take out number 3 as well. And you can, if you want, build air units right away.
The later game took longer, but mostly because I wanted to see the pretty lights and researched up to Nukes before attacking Mr. Turtle. Nukes ARE game enders if used properly; one hit blew away most of his base.
I've recently been playing TA alot again lately(For anyone else that's gotten back into it: Are you playing it at +10 speed? Maybe its because I'm older and I can keep track of more things at once now than I could when I was eleven or whatever, but it seems normal is unbearably slow.) and if this game keeps at least the core mechanics of TA intact (LoS, terrain affects in battle, sheer amount of units and their counters), I'll gladly pick this up. TA still stands as one of the RTS games for me, right up there with Homeworld. If only they would make a game that combined these two. Think Star Wars EaW, but the Homeworld/TA mechanics, I could die a happy man.
Barring that, this game looks more fun than a game should be and a definite first day purchase, if only for nostalgia.
Does it play like TA did? I read through the thread and it sounds like the resource system made it through just fine. TA had it to where you needed metal and energy, energy came from generators you built wherever the fuck, but mines had to be placed over patches of metal on the map. I assume that's what people mean when they're talking about 'points' you have to build on?
if DoW has taught me anything, its that alot of different units = alot of unbalance.
im actually glad theyre similar.
*cough*
Starcraft: Brood War
*cough*
Yet it's still getting unit balance patches after all these years. I can't comment on balance at release though.
When was the last patch for balance? Not for a hella long time and people play this game, competitively as ALL 3 RACES in Korea. I don't see this game as being unbalanced in the least, and really, neither does anyone else who's actually played it.
Anyways: Supreme Commander looks worthy of a demo-run.
Sorry to derail the thread a little, but where the fuck is the supreme commander CE? Don't tell me I have to order that from new zealand. It was mentioned on page 2.
er page 5, last page...
Haha. Sorry about that, my fault for the derailment. There are three limited edition CEs for Supreme Comander in the Uk, one for each faction and all from different suppliers.
They are all basically the same but with different box art for each (and I think different fansite art as well?)
* Limited Edition UEF Faction Pack - Exclusive to Amazon – Includes:
* Box design based on UEF Faction Icon
* Poster 1 - UEF Faction poster art on one side, Faction ACU image on reverse
* Poster 2 - Tech tree and Galactic Map double-sided poster
* Lenticular postcard with UEF Faction Imagery
* Bonus faction UEF DVD including: screenshots, hi-res imagery/art/renders, unit profiles/imagery/descriptions, wallpaper, fan-site kits
* Chris Taylor interview talking about faction back-story, play tactics, experimental units
* Making of Supreme Commander video
* Planetary warfare on a Galactic scale - zoom from the tactical unit level all the way out to the full theatre of war in one seamless motion
* Includes full naval, ground and air combat
* 3 unique factions that each appeal to different player personalities with approximately 100 units/structures per faction
* 3 story-driven single-player campaigns with a detailed and rich back ground history that weaves into gameplay
* Intuitive and customizable gameplay interface with unsurpassed command and control features let you quickly and efficiently manoeuvre troops across the battle field
* Robust multiplayer gaming with up to 8 players online plus co-op mode
* Full-on community support including a map and mission editor, downloadable content and instant battle replay features.
I ordered the Aeon pack from Game and they've also just emailed me a code for the Beta, which I didn't realise was also available.
Um, I'll cross post this to the Supreme Commander thread as well I guess, as it's more relevant there.
I just hope the Huge zoomed out map can be used for overall strategies, and if not the feature will soon be patched in.
Drag select - Light tanks
Light Tanks - Primary target - Anti Air capable units
Light tanks - Advance to point A - Hold ground if enemies encountered
Drag select - Heavy Tanks
Heavy Tanks - Primary Target - Enemy heavy armour
Heavy Tanks - Advance to point B - Fight through if enemies encountered
Heavy Tanks - Advance to point A - Fight through if enemies encountered
Heavy Tanks - Assist Light tank group
Drag Select - Heavy Bombers
Heavy Bombers - Primary Target - Enemy light armour
Heavy Bombers - Secondary target - Enemy buildings
Heavy Bombers - Advance to point A - Condition - Light Tank mission
complete + Heavy Tank mission part 1 complete
Execute all orders!
So youd make plans and send in your men knowing youd given them the goals of the mission, and you wouldnt need to zoom in and tell your heavy tanks you didnt care about them blowing up light KBOTS or whatever, since the Bombers would come in as soon as the light tanks had attacked the anti-air units in the area.
Im worried that the strategy map is just a gimic, and I will be forever zooming in to tell my plasma assault walkers (or whatever) to stop attacking solar power plants and focus on the enemy missile turrets instead.
I just hope the Huge zoomed out map can be used for overall strategies, and if not the feature will soon be patched in.
Drag select - Light tanks
Light Tanks - Primary target - Anti Air capable units
Light tanks - Advance to point A - Hold ground if enemies encountered
Drag select - Heavy Tanks
Heavy Tanks - Primary Target - Enemy heavy armour
Heavy Tanks - Advance to point B - Fight through if enemies encountered
Heavy Tanks - Advance to point A - Fight through if enemies encountered
Heavy Tanks - Assist Light tank group
Drag Select - Heavy Bombers
Heavy Bombers - Primary Target - Enemy light armour
Heavy Bombers - Secondary target - Enemy buildings
Heavy Bombers - Advance to point A - Condition - Light Tank mission
complete + Heavy Tank mission part 1 complete
Execute all orders!
So youd make plans and send in your men knowing youd given them the goals of the mission, and you wouldnt need to zoom in and tell your heavy tanks you didnt care about them blowing up light KBOTS or whatever, since the Bombers would come in as soon as the light tanks had attacked the anti-air units in the area.
Im worried that the strategy map is just a gimic, and I will be forever zooming in to tell my plasma assault walkers (or whatever) to stop attacking solar power plants and focus on the enemy missile turrets instead.
I played the beta/demo and I really WANT to enjoy this game. The superunits are awesome, and once I figured it out it had lots of cool shit. The only thing I didn't like was the units. They're so small, you can't figure out if you should be building tons of them, or just a few big ones. It's rather confusing.
Posts
The only differences are with the uber-units, and you will rarely see anyone building those in a game where you're actually fighting, since they take an obscenely long time to complete.
Aside from the uber-units, each side is pretty much a carbon copy of the other two. "Medium assault tank", "light fighter plane", etc. The units differ only cosmetically.
Isn't that exactly the same as DoW? Except..without the capping.
I dont know. The look of this game is enough to turn me off. These units all look like power ranger toys, and bigger does not necesarily mean better in my book. We'll see I guess. DoW and CoH do one thing right more than any other game; they keep the action constant. Good players fight the entire goddamn game. No building massive forces and then attacking, which is all I ever see in screenshots and videos of this game. It makes me nervous.
It depends what you're looking for in an RTS.
As an example, my experience of DoW was that there's little (if any) scope for defensive play. That's not a complaint, that's just the game mechanic. Here defensive play can be a really huge aspect of the game, with massive base defence turrets, walls and energy shields.
SC emphasises sheer scale of warfare happening over massive tracts of land. I haven't played the beta, but if it's like TA, then that means confrontations are fewer but they're a lot expansive. The individual battles aren't designed to be short, sharp affairs decided in a few seconds, instead they last for a while and result in pitched battles and stand-offs.
It just depends which style you prefer. Personally, I prefer games like this since there's usually less micro-management (no spell effects to trigger off, things like that), and instead you focus more on manoeuvring your units on the field and deciding on a more general, larger scale plan of action.
360 Gamertag: Baronskatenbass Steam: BaronVonSnakPak HgL: AnsonLuap
You're killing me K.
Animal Crossing - 3566 5318 4585/2492 7891 0383 Deacon/Akisha in Crayon
im actually glad theyre similar.
360 Gamertag: Baronskatenbass Steam: BaronVonSnakPak HgL: AnsonLuap
Animal Crossing - 3566 5318 4585/2492 7891 0383 Deacon/Akisha in Crayon
:winky:
Money where art thou? Bamelin needs you pretty baby.
Its similar, but you have to use a builder unit and not a combat unit, which does change the tactics a bit, and SC has a lot more points to cap.
You CAN rush and you CAN fight the entire game. Both are viable strategies, if a bit more difficult thanks to the Supreme Commander.
Its both much more powerful and much more in need of protection compared to the DoW Force Commander and the like. He's a builder unit, upgradeable turret, and nasty combat unit in one. But in some game modes, if he dies the game is over. And even if it isn't, his on-board reactor goes up with an explosion that can gut your defenses if you aren't careful.
Still, early offenses can do a fair amount of damage. Just stay the hell away from the SC and go for the buildings. I had a 4 player FFA game where my first rush against my neighbor failed. He was turtled all to hell and back, so I left him alone. The other two players were skirmishing madly- building units and throwing them into the fray at mid-field without actually doing much damage.
That changed when I sent a T1 air strike in and blew the fuck out of the southern player's main factory. The same hit, reinforced a bit, was good to take out number 3 as well. And you can, if you want, build air units right away.
The later game took longer, but mostly because I wanted to see the pretty lights and researched up to Nukes before attacking Mr. Turtle. Nukes ARE game enders if used properly; one hit blew away most of his base.
Barring that, this game looks more fun than a game should be and a definite first day purchase, if only for nostalgia.
Does it play like TA did? I read through the thread and it sounds like the resource system made it through just fine. TA had it to where you needed metal and energy, energy came from generators you built wherever the fuck, but mines had to be placed over patches of metal on the map. I assume that's what people mean when they're talking about 'points' you have to build on?
*cough*
Starcraft: Brood War
*cough*
Old PA forum lookalike style for the new forums | My ko-fi donation thing.
When was the last patch for balance? Not for a hella long time and people play this game, competitively as ALL 3 RACES in Korea. I don't see this game as being unbalanced in the least, and really, neither does anyone else who's actually played it.
Anyways: Supreme Commander looks worthy of a demo-run.
Haha. Sorry about that, my fault for the derailment. There are three limited edition CEs for Supreme Comander in the Uk, one for each faction and all from different suppliers.
Aeon Faction Pack
UEF Faction Pack
Cybran Faction Pack
They are all basically the same but with different box art for each (and I think different fansite art as well?)
I ordered the Aeon pack from Game and they've also just emailed me a code for the Beta, which I didn't realise was also available.
Um, I'll cross post this to the Supreme Commander thread as well I guess, as it's more relevant there.
http://www.gpstore.co.nz/Games/1515509.html
That looks largely similar/inferior except it comes in a tin box.
Drag select - Light tanks
Light Tanks - Primary target - Anti Air capable units
Light tanks - Advance to point A - Hold ground if enemies encountered
Drag select - Heavy Tanks
Heavy Tanks - Primary Target - Enemy heavy armour
Heavy Tanks - Advance to point B - Fight through if enemies encountered
Heavy Tanks - Advance to point A - Fight through if enemies encountered
Heavy Tanks - Assist Light tank group
Drag Select - Heavy Bombers
Heavy Bombers - Primary Target - Enemy light armour
Heavy Bombers - Secondary target - Enemy buildings
Heavy Bombers - Advance to point A - Condition - Light Tank mission
complete + Heavy Tank mission part 1 complete
Execute all orders!
So youd make plans and send in your men knowing youd given them the goals of the mission, and you wouldnt need to zoom in and tell your heavy tanks you didnt care about them blowing up light KBOTS or whatever, since the Bombers would come in as soon as the light tanks had attacked the anti-air units in the area.
Im worried that the strategy map is just a gimic, and I will be forever zooming in to tell my plasma assault walkers (or whatever) to stop attacking solar power plants and focus on the enemy missile turrets instead.
Get a second monitor.
My question now though is... do I need more than 1 copy to get some hot hot LAN/Hamachi action going?
What
I guess I'll pre-order a copy first and see what happens. Can't lose out on that lovely £17 off deal
(A64 3200+, Radeon 9700, 1GB RAM)
Source: Gamespot
Demo at 9:30am PST / 5:30pm GMT.
Demo @ Gamespot
Demo @ Fileplanet
I am a freaking nerd.
It was released just under an hour ago, you may have to wait a little longer.