Shinova wrote:Got a chance to try the full game and my conclusion is that if Chris Taylor wanted to make a more accessible RTS game, he has succeeded admirably. The economy is easy to understand, the research tree is simple. It is very easy to build up a force and start fighting right away.
That's the part i can agree with - the game is really much easier to learn, and "easy to learn, hard to master" is still the way to go.
Shinova wrote:
In doing so he has destroyed everything supreme commander has accomplished for the RTS genre. Supcom 2 is not Supreme Commander 2. It's a generic RTS game, and not even a good one at that. The huge sense of scale is gone; weapon ranges are often even smaller relative to their units than even Dawn of War 2 (!!!!). There is no sophistication, no unit variety,
What do you mean by "sophistication"?
As for unit variety - you have about as much units as before, but you no longer have copy&paste versions over different tech-levels. Look at the UEF: You still have a basic Tank, mobile artillery, a mobile missile launcher, a mobile shield, mobile anti-air, mobile missile defense and an assault bot.
That is
the same as in SupCom&FA (except that the MMD is new).
Yes, instead of having four tanks, two artilleries and two AAs over different techlevels, you now have one unit - but since the higher-tier versions practically replaced the lower-tier versions, that gives you the same amount of unit variety at each stage of the game.
The Aeon have about the same unit-mix and the Cybrans do not have a tank and blend shield generator, AA and MMD into one unit - but you have about the same variety of units.
The complaint is more legit for air-units (where two factions only have a figher-bomber instead of both, plus a gunship&transport)) and especially for navy (only four shiptypes for UEF&Cybrans, lacking AA-ships and small frigates).
But the difference is still not as big as it seems.
and the experimentals are merely upper-tier units and no longer have special battlefield presence and ability. In my mind and heart the Cybran monkeylord shall always remain the epitome of the powerful and awe-inspiring experimental. Cybra-zilla is a joke. Hell, ALL of the experimentals in this game are pathetic. Only certain things like the noah unit cannon stand out, everything else is just dumb.
Yes, a lot of experimentals need balancing. what, surprised that end-game units are not well balanced in a newly released game?
However, they all fill distinctive roles, and some of the apparent joke-experimentals are actually quite usefull right now (such as the magnetron).
Supcom 2 doesn't even NEED the strategic zoom. The ranges for everything are so short the zoom feels like an addon rather than an integral part of the game.
What the hell did you use strategic zoom for in the prequel?
It's a tool for having a great overview of the whole map. It still does that perfectly.
In fact, strategic grouping adds a good new layer of information (units with the same order are automatically put into one group, which is displayed and selectable in strategic zoom).
The unit design sucks balls. The only thing that looks cooler in the sequel are the ACUs, everything else is a giant step backwards, in both the retarded lego-look and the designs themselves. Every single unit's predecessor shats silly bricks all over their descendants.
Well, yes, i was dissapointed by the looks at first, too.
But then again, i do not care about the graphics that much, and it's not like it's ugly.
And lastly the Aeon. What the hell were they smoking when they came up with the unit names? And here's the straw that breaks all horse backs: the Aeon side has no navy. Nothing. No water units at all. Maybe there's a fluff excuse on why the illuminate has no naval forces while the UEF and Cybrans do, but it almost feels like GPG was running out of time and they decided to just forego building a navy for the aeon side. The Aeons went from sleek, formidable and well-kitted to utterly gutted-out jokes in the sequel.
Um...that's by design. Nearly all their land units&experimentals are amphibious - they do not NEED a navy.
But yes, a lot of the names are stupid
Shinova wrote:
So don't bother buying the new game and just stick to the first. I'm totally sure that many, many people will. If you want a small-scale RTS, pretty much everything except for Starcraft 2 offers so much more for your buck.
I honestly do not get where you get "small-scale RTS" from.
The game may LOOK smaller, at first, but if you actually play it, you should notice that the scale is about the same.
Shorter unit ranges and smaller maps are compensated by slower speeds - and long-range weapons can still fire over the whole map (or half on bigger ones).
The number of units is the same (and apparently even higher due to upgrades), the practical ranges are close, you are still mostly playing strategically - so, yeah, totally a small-scale RTS.
What REALLY changed is that you are now focussing much less on economy and building a base and more on unit strategies.
I am thinking much more about when and where to engage with my units and what research strategy (and therefore units) i should use then about when i should go to the next techlevel or how i should build my economy.
That's one of the reasons why i like the streamlined economy and the exchange of hard tech-levels to variable research.
Admiral Valdemar wrote:Looks like I made a good call getting the SupCom Gold pack last week. Not that my laptop could play this game. Not that I would now want it to.
Heh, SupCom 2 actually needs less resources than SupCom 1.