12/19/2023 0 Comments Supreme commander 2 experimentalsIt also forced you to pick and choose what sort of factories and power production facilities you wanted, keeping you from spreading out a crap-ton of tier 3 power plants all over the map to avoid nuclear destruction, since the building, transport, and construction of the necessary materials was extremely expensive, and long, and the drain would be a constant until the builder/buildings/transport craft were finished. The tiered builders helped good players set up tiered bases, since having one large mega-base lategame is akin to sitting on top of fifty primed nuclear bombs. I'm just not seeing it.įrom what i've heard and seen, they've removed a fair number of features that gave the original game it's uniqueness and strategy. Somebody explain to me why this is now a dumber game to play. I don't need to build 20 P-gens and M-fabs to get an economy going, this is a good thing. About the only real complaint I can see is that you can't queue up huge lists of structures to build, but that becomes a different issue when you aren't building huge numbers of structures anymore. Seriously, am I playing a different demo from everyone else or something?What stuff they have removed has streamlined the gameplay, but that's really freaking different to dumbing down. Teching hasn't disappeared, it's been replaced by the research tree.Īnd adjacency bonuses were freaking pointless and didn't add anything to the gameplay. You can still have recursive unit queues at factories. How the crap is Sup Com 2 dumbed down? I'm seriously not seeing it, and most of the complaints along those lines are just a whole load of crying about the fact that you pay for units up-front now. Just seems like a bad business decision to me. Now that they're going the mainstream route of micro RTS's rather then macro, why bother getting it if it doesn't stand out against giants like SC2, CoH, and similar games? In fact, SC1 was a modern spiritual sequel to TA. Individual units, and even bases were inconsequential in the grand scheme of things. And even that can lead to butthurt consumers.īesides, SC's appeal has always been that it's war on a massive scale. I'm not even getting into the whole public relations/marketing thing, where alot of people will pick up the game or won't pick it up based on the attributes of the first game without a large amount of advertising, which can cost lots of money. You'll end up alienating your main fanbase unless the game is really good, and then you'll have to compete with genre juggernauts, which are almost always timed to be released to compete with you in some way. Generally speaking, you never want to do that. I was apathetic about the news that they were dumbing the sequel down from the moment I heard about it. Even SupCom removed interesting units from TA, the idea that this has less units again is absurd.Īnd I also hear it has WEAKER base defences. I'll give the demo a try when I get home, hopefully it has some redeeming features, otherwise kudos to them for letting me know in advance they have ruined their own game. Want to ignore adjacancy, you'll have no problem fighting people who also don't use it which is most people. You want to only build buildings when you have the cash, then feel free to do that in that absurdly stupid way when fighting other idiots or the AI, you'll do fine. Hell, all the things they took out impacted the casual player not one bit. I was so worried they would dumb down the game and it looks like they really really have. Just stick to the first one if you want to play Supreme Commander and not a heavily dumbed down game, what a disappointment. How anyone who has played the first Supreme Commander like this one baffles me, they have dumbed it down beyond belief, if I wanted command and conquer then I would go play that. There is practically no economy system now, everything is just in an MMO-inspired research tree, no adjacent bonuses, no way to tell of an enemy's tech since it's all research based now, can't see firing/radar/etc ranges of units when hovering or selected, can't queue units unless you have the resources for them, along with so many other crappy aspects I can't think about right now.
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