Posted: 2007-03-02 07:40pm
Not quite a whole screen, but it was powerful enough to just about decapitate a large base.Nephtys wrote:The SP nuke was also about ten times more powerful and wiped out a whole screen.
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Not quite a whole screen, but it was powerful enough to just about decapitate a large base.Nephtys wrote:The SP nuke was also about ten times more powerful and wiped out a whole screen.
Me too. And I was in the SupCom beta and had access to all the factions. I'm getting more of a thrill out of this one map than all the SupCom maps, and I can play a quick game and then go do something else, and not need to spend ages waiting to get to the fun parts. Plus, I know what the fuck I'm clicking on.Stark wrote:You mean like how I was interested in SupCom and the uninspired demo lowered my opinion of it, and I think C&C is a bit silly but this demo actually makes me want to play it? I've already played more C&C3 than SupCom.D.Turtle wrote:About the demo: Makers of SupCom: This is how you make a demo that gets you additional customers, instead of scaring them off like yours did.
Exactly.Stark wrote:You mean like how I was interested in SupCom and the uninspired demo lowered my opinion of it, and I think C&C is a bit silly but this demo actually makes me want to play it? I've already played more C&C3 than SupCom.
Didn't the Dark Crusade demo have something similar with the Tau?Covenant wrote: It's my theory that Nod is specifically set weaker in the Demo than you might expect in the real game, just to make them a bit easier to dismantle and have fun with as GDI.
What do you mean with 'force move'?(Snip) There's no 'force move' button that I can see, but even when manually moved they do a good job of crushing infantry hordes.
Fuck.Howedar wrote:Yeah? Grenadiers can clear a building out with one shot. I just discovered that.
It's the speed of the builds etc that get me: I always have piles of money because building a dozen infantry or whatever costs nothing and takes 20 seconds. I'm slowly getting used to having huuuuuge queues.Beowulf wrote:If you're having difficulty against a given AI level, give the AI a bit of a handicap until you can beat him, then slowly get rid of it again.
It's a nice change from waiting several minutes just to finish a non-fodder unit in supcom. I can crank out Mammoth Tanks at a fair clip, though the Avatar mechs hurt pretty hard. They're good but they're not THAT good. The real issue are the upgrades. Gets expensive! But can send an engineer into them and repair the sucker, which rules.Stark wrote:It's the speed of the builds etc that get me: I always have piles of money because building a dozen infantry or whatever costs nothing and takes 20 seconds. I'm slowly getting used to having huuuuuge queues.Beowulf wrote:If you're having difficulty against a given AI level, give the AI a bit of a handicap until you can beat him, then slowly get rid of it again.
To be fair, if you're that busy with life you shouldn't be playing games at all.Covenant wrote:and I can play a quick game and then go do something else, and not need to spend ages waiting to get to the fun parts.
On the flip side, CnC3 doesn't tell you how many of what kinds of units are in a group, while supcom does.Plus, I know what the fuck I'm clicking on.
"What's group ten?"
-'I'm the Juggernaut!'
"Well, I guess that solves that."
Oh snap! What a witty observation! Actually, the 'doing something else' could be playing a game as the other side, a new map, or any variety of things besides waiting for my tech-up to complete to the point where I can actually build some units that matter or I care about. Really, look, what's the entertainment value or game value to making we wait that long to get access to moneylords and nukes? Why not just let me do, like CC& does, a little bit of upgrading and get to the good parts? I want more tank porn, less buildup filler. Or could I at least get a montage to speed it up? We get it. I build small things. Then middle things. Then slightly bigger things. We're all waiting for the climax anyway.Shinova wrote:To be fair, if you're that busy with life you shouldn't be playing games at all.Covenant wrote:and I can play a quick game and then go do something else, and not need to spend ages waiting to get to the fun parts.
Actually, it's superior to Supcom in that the units have nice big pretty icons and vocal retorts when I click on them, so instead of seeing 'chunky polygon blob #12' I get "Dude with a Rifle." Which would tell me he's a rifleman. I'd say that even TA's units had more individual flavor than SupCom's. I've been ragging on it for a long time now, so sniping at me about it is perfectly fair, but it's just a very little thing. How hard would it be to hire one guy for each faction and run their voice through a modulation thingie or add some effects? It doesn't need to joke with me the way Blizzard's critters do, but the fact that their tanks just go "whuchunk" when I click on them seems to show me they care so very little about that aspect of the game, and it shows.Shinova wrote:On the flip side, CnC3 doesn't tell you how many of what kinds of units are in a group, while supcom does.Plus, I know what the fuck I'm clicking on.
"What's group ten?"
-'I'm the Juggernaut!'
"Well, I guess that solves that."
EDIT: Whoops, brain fry. Cnc3 does tell you what kinds of units and how many. My bad. Well, that just puts it in the same level as supcom anyhow.
Well there's your problem. You're teching up instead of being highly aggressive and you wonder why the game seems so slow. As awesome as the late-game stuff are, it's entirely possible and frequent to end the game in short spans of time if you're playing small maps.Covenant wrote:Oh snap! What a witty observation! Actually, the 'doing something else' could be playing a game as the other side, a new map, or any variety of things besides waiting for my tech-up to complete to the point where I can actually build some units that matter or I care about. Really, look, what's the entertainment value or game value to making we wait that long to get access to moneylords and nukes? Why not just let me do, like CC& does, a little bit of upgrading and get to the good parts? I want more tank porn, less buildup filler. Or could I at least get a montage to speed it up? We get it. I build small things. Then middle things. Then slightly bigger things. We're all waiting for the climax anyway.
You mean like Dawn of War or Company of Heroes? If I felt like playing that kind of RTS, I'd play those games not Supcom.You could gut SupCom down to making T2 and lower units appear in groups of 10 like infantry, T3 units be build like tanks, and T4's build like actual units we care about. Toss in some nukes, shields, and walls, and there you go. Now that's a game!
I don't play Supcom for personality. I play it for the feel of an army of cold and raw steel marching forth and blasting each other and the ground they're standing on to pieces. Waves of metallic death and nuclear hellfire. There's a different kind of personality to supcom. If I wanted the typical personality, I'd play Dawn of War, which curb-rapes CnC 3 in terms of personality. Or I'd play Company of Heroes for the unit feedback and dynamics.Shinova wrote:Actually, it's superior to Supcom in that the units have nice big pretty icons and vocal retorts when I click on them, so instead of seeing 'chunky polygon blob #12' I get "Dude with a Rifle." Which would tell me he's a rifleman. I'd say that even TA's units had more individual flavor than SupCom's. I've been ragging on it for a long time now, so sniping at me about it is perfectly fair, but it's just a very little thing. How hard would it be to hire one guy for each faction and run their voice through a modulation thingie or add some effects? It doesn't need to joke with me the way Blizzard's critters do, but the fact that their tanks just go "whuchunk" when I click on them seems to show me they care so very little about that aspect of the game, and it shows.
Exactly. And I do! And I like them. And it frustrates me when SupCom could easily have done any number of things differently to make my game experience with it a lot more fun, and they didn't. Some of those things--like refusing to deploy tank squads as squads, and making me build piles of individual retard tanks--can be seen as design decisions. Others, like the lack of flavor, personality, and so on can only be interperted as laziness.Shinova wrote:You mean like Dawn of War or Company of Heroes? If I felt like playing that kind of RTS, I'd play those games not Supcom.
I can vouch for the fact there's a lot more flaming destruction in a game of C&C than you'll get in SupCom. While you may not be flinging volleys of nukes back and forth, Nod's nuke or GDI's ion cannon creates an extremely satisfying amount of flash, and between the flamethrowers, rocket barrages, airlifts, railguns, beams and hails of gunfire I'm not sure what you're really lacking in terms of 'blasted terrain'.Shinova wrote:I don't play Supcom for personality. I play it for the feel of an army of cold and raw steel marching forth and blasting each other and the ground they're standing on to pieces. Waves of metallic death and nuclear hellfire. There's a different kind of personality to supcom.
No, what SupCom offers is scale. I admit I've gotten too used to being able to see everything to the point that I've found myself constantly trying to zoom out more while playing CnC3. I think this particular feature has garnered different reactions. Some feel it has sorely detracted from an immersive experience and some feel like it's an unimpressive feature slapped onto an unoriginal product. I personally enjoy the ability to see everything at once. Being able to see the whole picture provides me the sense of being a general. I lets me evaluate the situation in a very short period of time, which is a luxury considering how much attention players are forced to give to the small details in most RTS games.Covenant wrote:So, I counter back, what does SupCom offer? Zillions of units? Perhaps in the sense that the tiny speck you're told is a tank is a unit, sure. I call it a glorified infantry peon with fewer special abilities. In that sense SupCom's not pulling in numbers that are that huge. Back-and-forth annhilation? Getting ion-cannoned is pretty impressive, and across-the-map shelling by artillery is pretty impressive as well. Brutal battles? Mammoth tanks versus just about anything ends up looking pretty hellish.
Only way you can repair those are with engineers.The Yosemite Bear wrote:BTW is there anyway to repair garisonable buildings?
People like me have demanded more zoom-out for a decade. This is not new, SupCom didn't invent it, and I figure 80% of the crazy RTS types don't like it (just as you suggest).Pint0 Xtreme wrote:No, what SupCom offers is scale. I admit I've gotten too used to being able to see everything to the point that I've found myself constantly trying to zoom out more while playing CnC3.
Have people REALLY said stuff like that? There is no downside to being able to zoom out to any arbritary distance. SupCom did nothing imaginative here, it just showed up the genre as laughably myopic. Are you sure you're not just villifying anyone who doesn't like SupCom?Pint0 Xtreme wrote:I think this particular feature has garnered different reactions. Some feel it has sorely detracted from an immersive experience and some feel like it's an unimpressive feature slapped onto an unoriginal product.
It's called 'taste'. I'm curious to see what does better, myself.Pint0 Xtreme wrote:It's funny how I'm experiencing in CnC3 some of the same disappointing sentiments expressed towards SupCom. It's the same old thing with flashy graphics. It's still relatively fun, however, and their cinematics are the best. I'm glad they kept the cool story lines and silly characters; ever since Generals came out, I was afraid they were about to abandon them.
I don't see how whether the idea is new or inventive has anything to do with implementation. My response was simply aimed at Covenant's question as to what SupCom offers, not what SupCom has invented. But of course if there is another game that has offered this sort of scale and zoom feature as you appear to implicitly suggest, please let me know what game this is that I've been missing out on.Stark wrote:People like me have demanded more zoom-out for a decade. This is not new, SupCom didn't invent it, and I figure 80% of the crazy RTS types don't like it (just as you suggest).Pint0 Xtreme wrote:No, what SupCom offers is scale. I admit I've gotten too used to being able to see everything to the point that I've found myself constantly trying to zoom out more while playing CnC3.
Yes, people have REALLY said stuff like that. Peruse the other thread and you will find people saying the game feels like an 'ants' game in the context of immersive gameplay and even Mike has retorted that the zoom feature was nothing impressive in what he feels is an unoriginal game. If I'm somehow misconstruing these complaints, then feel free to show me where I'm wrong. Of course, these are merely some complaints among other complaints.Have people REALLY said stuff like that? There is no downside to being able to zoom out to any arbritary distance.Pint0 Xtreme wrote:I think this particular feature has garnered different reactions. Some feel it has sorely detracted from an immersive experience and some feel like it's an unimpressive feature slapped onto an unoriginal product.
SupCom did nothing imaginative here, it just showed up the genre as laughably myopic. Are you sure you're not just villifying anyone who doesn't like SupCom?
In terms of what? Sales? Ratings?It's called 'taste'. I'm curious to see what does better, myself.
It offers what TA offered, only better. Two things, actually.Covenant wrote:So, I counter back, what does SupCom offer? Zillions of units?
I still don't understand why people are having problems with controlling their units.Perhaps the ability to command a vast army with intelligent unit controls? That, I fear, is the real issue. SupCom's ability to do that is woefully inadequate. It's basically jury-rigged at best.
Here's the difference between supcom and cnc 3 in regards to what you're saying. Attacking vehicles in the back in cnc 3 is effective because of a numerical modifier that arbitrarily makes rear sides weaker. Of course, Cnc 3 tanks and vehicles can turn on a dime so that's not all that great.C&C gives me an actual tactical planning mode as well as far more behaviors, including special movement orders to utilize armor facing bonuses. I'm not even sure if units in SupCom have armor facing modifiers, which reward complex strategies like sending my attack bikes back around behind the enemy tank column to exploit their weaker rear armor.
Again, CnC 3 has a separate planning mode, while supcom doesn't have a specific planning mode but its robust and versatile base control system allows you to do just that anyway. And armor facing was done way better by company of Heroes so cnc 3's not doing anything new there.So while C&C may not be the best game for any one of those reasons, it gives me a real fun story, yes. But it also gives me a lot of personality and good unit feedback, as well as technical innovations like summonable airlifting, planning modes, and armor facing. It's a nice advancement of the traditional RTS style, and one in the right direction. Low micro, high violence, and excllent accessibility.
It's the frame of reference. You can frame a fleet of ships in the same way you can frame a force of ground units. Not to mention it makes planning large maneuvers much easier.Covenant wrote:I think any game with a minimap would be considered an all-out zoom feature. That's what they become in SupCom when you pull it way far out--just little symbols on the minimap. I can give people orders to move to other map locations and such, so really all SupCom did different is a MacroMap. I think that was a really nice thing to add, but it's just removing the arbitrary camera distance. You can change that in a buncha games via modding. And RTS's like Homeworld had a free-roaming camera that was an infinite zoom, along with a MacroMap.
I get a sense of scale when I look at my units from above. But that's probably cause I can actually comprehend depth, rather than merely just height and width, and because I can measure scale also as a product of distance rather than simply how big something looks from up wherever.It was my issue that they felt like ants, but that's because there was no real sense of scale. This is something I and others in the Beta forums brought up, and preceeded their shift to a more 3/4ths camera angle than top down. The new camera angle helped.
The problem was, look at your units from above. Do you get a sense of scale? of course not. Look at them from the side, or from ground level, looking up. Sense of scale? Definately? But we never see towering monkeylords stomping over our heads, as tanks and such thunder under trees and cannonfire. We just see little pewpew lasers and spiderbots and they explode like they're made of tinfoil. The big berthas don't sound like big berthas, the tanks don't sound like they're firing potent energies, and it just seems small. You need to actually zoom down and rotate it to get a sense of 'bigness' to any of the units.