Supreme Commander Demo released!

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HSRTG
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Post by HSRTG »

I've managed to get the engineers from the T3 factory upgrade out, so how the fuck do I get to T4? I can't see a factory other than the sub-commander one, and I don't give a shit about getting more commanders.

Yes, I built nukes. I also enjoyed turning the AI into glass with them.
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Post by Cincinnatus »

HSRTG wrote:I've managed to get the engineers from the T3 factory upgrade out, so how the fuck do I get to T4? I can't see a factory other than the sub-commander one, and I don't give a shit about getting more commanders.

Yes, I built nukes. I also enjoyed turning the AI into glass with them.
Experimental units are built directly by T3 engineers or a fully upgraded commander. You don't have to build a factory to get them. Just select the experimental button right underneath the T3 button in the build window.
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Post by HSRTG »

Experimental units are built directly by T3 engineers or a fully upgraded commander. You don't have to build a factory to get them. Just select the experimental button right underneath the T3 button in the build window.
Ah, thanks. I'll get right on that.
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Post by Ubiquitous »

We need screenshots guys. Nukes and battleships would make me happy. :)
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Post by Darth Garden Gnome »

Setting waypoints is easy. Click on the factory (shift click for multiple factories), select "move" and pick your desired location.

Also: Commanders fail at command-to-commander combat. It's not a matter of killing the other guy... it's the other guy's death throes (read: gigantic explosion) that KO's you too. Laaaame.
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Post by Shinova »

Darth Garden Gnome wrote:Also: Commanders fail at command-to-commander combat. It's not a matter of killing the other guy... it's the other guy's death throes (read: gigantic explosion) that KO's you too. Laaaame.
You're not supposed to attack their commander with your commander though. :P
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Post by Darth Garden Gnome »

It's just what I get for thinking outside the box. Bring your commander to the front lines? Don't do that asshole!

But oh, I went there.
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Post by HSRTG »

Darth Garden Gnome wrote:Also: Commanders fail at command-to-commander combat. It's not a matter of killing the other guy... it's the other guy's death throes (read: gigantic explosion) that KO's you too. Laaaame.
In the full game, the game won't necessarily end if your commander dies, so suiciding into the enemy base to kill the enemy commander would in fact serve you well. Besides, why the fuck're you attacking the enemy commander with yours and expecting anything OTHER than MD.
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Post by Covenant »

3rd Impact wrote:To those who've played the demo: What are your reactions regarding unit pathfinding? Are the various units satisfying to handle? I've seen my concerns about the GUI and so on echoed elsewhere, but according to most the interface isn't a deal-breaker.
Pathfinding is pretty good but you are hideously strongly encouraged to use a manual waypointing system.

You have full zoom capability, and the waypoints even give you ETA's so you can calculate when things will arrive, allowing for simultaneous strikes and such. The normal pathfinding is okay but the waypointing is essential.

I agree with Mike's complaints. I'm definately looking forward to C&C3--an entire game should be done in a half hour or less, and instead of 3 levels of redundant structures you get, like, 7 buildings total. Streamlined! And very flavorful units too.

Though, this Mark of Chaos game looks interesting. Any idea how the multiplayer works? A streamlined, brutally gorey version of a Total War multiplayer game would be nice, and that seems to be their intent.
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Post by InnocentBystander »

Mark of Chaos is the Warhammer (non-40k) strategy game right? I played the demo... it was no impressive.

As far as calling SC bland, I'm pretty much in agreement. Hopefully people will mod the game up to include a little more variety.
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Post by Pint0 Xtreme »

Darth Garden Gnome wrote:It's just what I get for thinking outside the box. Bring your commander to the front lines? Don't do that asshole!

But oh, I went there.
Actually, that strategy has worked for me a few times. You only run into problems when both commanders are on the front lines. Commanders on the front lines are great when you want to establish a forward base of operations or a forward defensive line since early units don't really stand a chance against the Commander unless you attack in massive numbers. In the later game, however, it's probably best to pull the Commander back or upgrade his weapons and armor. With advanced units, his ability to fight becomes nullified if you neglect to upgrade him, which comes at astronomical costs.
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Post by HSRTG »

Apparently, the AI doesn't do "siege" very well. Nor does it do counters to "siege" very well. Too bad the nukes take so fucking long to make, I got impatient and blasted it to hell with a pair of Monkeylords. Hard, isn't. I suspect the AI was crippled in terms of attack, and I hope that the full game's AI is much better. Seriously, it had light 'bots in huge numbers, but very few T3 bots by the time it had 5 energy shields. I wonder if it nano-stalled?

We'll see.
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Post by Companion Cube »

Ok, finally managed to download the thing and give the demo missions a try. Had no trouble with the pathfinding, I managed to pull off a coordinated attack once, and then promptly forgot how to do it. Explosions and unit effects are satisfying, but the GUI is a distraction; it felt like I was peeking over a window-sill. Hopefully there's a "minimise" button I missed.

Is it just me, or are the submarines absurdly powerful? Mine were slaughtering frigates and patrol boats left and right.

EDIT: The enemy bombers and dropships actually being escorted by fighters was nice, and those shielded Aeon tanks are a pain to deal with in the middle of your base.
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Post by phongn »

HSRTG wrote:Apparently, the AI doesn't do "siege" very well. Nor does it do counters to "siege" very well. Too bad the nukes take so fucking long to make, I got impatient and blasted it to hell with a pair of Monkeylords. Hard, isn't. I suspect the AI was crippled in terms of attack, and I hope that the full game's AI is much better. Seriously, it had light 'bots in huge numbers, but very few T3 bots by the time it had 5 energy shields. I wonder if it nano-stalled?
I remember the AI being significantly more difficult in the beta; I'm guessing it was toned-down in the demo. Nanostalling is also probable, seeing as I gave the computer forever to raise merry hell with me.
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Post by Pint0 Xtreme »

3rd Impact wrote:Is it just me, or are the submarines absurdly powerful? Mine were slaughtering frigates and patrol boats left and right.
Frigates and patrol boats have little to no anti-submarine capabilities. There is no naval counter to submarines other than your own until you get tech 2 destroyers. Those things rip up submarines. Tech 2 torpedo stations are also quite the submarine killer.
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Post by Rightous Fist Of Heaven »

Finished two more skirmishes, and I have to share the sentiments people have about the blandness of the game. The units dont offer much in the way of variety at all. Ofcourse, you can always look at the battle from the eye-ball level by holding down space, but I found myself doing that a total of three times in a two hour game. The super weapons and most of the T3 units are nice to play with though. Built three battleships in my last game along with two of the strategic artillery pieces and ended up demolishing the AI with a combined attack from air, ground, sea and with artillery in quick succession.

I'll reserve final judgement until the full game is out and I can try out the Aeon and UEF as well. At this point though, its still a fun game to play and the scale of it all is enough to grab my interest for a while atleast.
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Post by Hawkwings »

The main point of the game to me isn't anything about variety. In fact, the three factions are, barring a few exceptions, basically the same. What *is* fun, though, is matching wits with your opponent with different strategies. Go for the dreaded T1 bot rush? Or do you tech up fast and hope he doesn't bomber you into oblivion? Do you fortify your defensive point first, or build artillery to keep the area out of his control?

With this game, i don't have to focus on individual units, or even large groups of units. I can be doing 10 things at once, with 3 plans in the works, and manage it all fairly easily. A recent game I played had me pumping out T3 Siege bots and airlifting them to a staging area while some of my forces were rampaging through the other side of the map. I had to fend off bomber swarms, and defeat naval bombardment. And, since it was late in the game, I had to worry about experimentals and nukes, while trying to build my own. Ultimately, it's not the variety in the game that's going to give you the most fun, it's going to be playing against other people.
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Post by phongn »

Nothing like blasting the medium-difficulty AI with a quartet of battleships :D
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Post by Pint0 Xtreme »

There are differences between the factions but you'll find them annoyingly minor. For example, the UEF ground units are a little bit tougher and the Aeon T1 units are amphibious. When you have small skirmishes of units, these differences don't really show and you get that bland feel to it. But with most experienced players, you end up having battles with massive numbers and it's only there where those differences pull through. What I do like about the game, however, is that it forces you to think 30 minutes into the game. A critical error in strategy is nearly impossible to remedy with a quick fix. The best tactician in the world won't be able to save himself from a superior strategist.
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Post by Alan Bolte »

The tutorials seem to be up.
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Post by Hawkwings »

A good example of this is the infamous early-game rush. The Cybran heavy bot, the Mantis, can change directions quickly, and is easily microed. That means that me, playing UEF, with my Striker tanks, can't efficiently hit your Mantii. Sounds great huh? Back them up with some artillery, and you can just avoid my fire, walk into my base, and tear it to shreds? Well, unfortunately for you, I decided to forego masses of T1 units, and defend with walls and point defense. While you're pumping out masses of Mantii, I've reached tech 2. Then, I build some tech 2 artillery, and suddenly, your base is being pounded by artillery, while my defenses are now backed up by shield generators. You can't tech up to t2 now, because your resource generators were my first targets for artillery. Your only hope is to flee and set up a new base, but by then, I'll be tech 3.

Strategy > tactics.
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Post by Stark »

phongn wrote:Nothing like blasting the medium-difficulty AI with a quartet of battleships :D
Is it just me or is the medium AI crap? Not aggressive enough at all. I'm hardly a good RTS player, but I've been ruling all over it.

The game is a bit bland.
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Post by Stofsk »

Bland like TA? Because TA was pretty bland.

Do the units have *some* personality? (not that this is a dealbreaker for me)

What makes it bland?
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Post by phongn »

Stark wrote:Is it just me or is the medium AI crap? Not aggressive enough at all. I'm hardly a good RTS player, but I've been ruling all over it.
Yeah, it's really weak. The computer managed to get some artillery up and pound my chokepoint defenses (shielded!) but by that point my battleships were already smacking him down. The AI should have been raiding me before that.

Now, on hard I got pwned trying to porc up.
The game is a bit bland.
I'll say. I think I've been spoiled by CoH.
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Post by Ace Pace »

I can't pinpoint it, but it did feel bland, as in, nothing awesome besides the checkbox list of features like scale and nukes.

To put it this way: Dawn of War is one of the more annoying games to arrive to the RTS genre in a few years, but I had incredible fun playing it. Supreme Commander is one of the more innovative RTSs, but I just can't have fun playing it, it dosn't hold my attention. Maybe some more skirmishing will convince me otherwise, but it looks and feels like a "Play Once, forget where you put the box," game.
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