numerarius5988am numerarius5988am

Last person to post wins, unless they are a moderator or admin.

Last person to post wins, unless they are a moderator or admin.

Basically, this game is played so that the last person who post wins. What do they win? The ThreadKiller's Achievement; The honor of being the last person to post by virtue of the content of their post. However, moderators, admins, and anyone else who has the ability to lock the thread are disqualified from winning the ThreadKiller's Achievement, if they win by locking. If the thread is won by method of locking, the "winner" gains the Achievement Of Reprehensible Epic Lameness.

3,456,161 views 25,734 replies
Reply #13426 Top

and two more tesbs, one fake harpo and ONE possum lost their guts for the nets.

the fake harpo was re-inflated to use as another float for the nets.

regarding the supcom units, the most frustrating thing with the non-experimentals is the lack of range of the aircraft on larger maps(how many military aircraft have a fight radius of less than 50 km ?)(and the maps are supposed to be between 5 & 80 Km  across, and even in a fairly small country like australia we have islands many times bigger than the largest map size, and even worse during the FIRST world war there was a cannon that could fire 162 Km (the german paris gun). if it could be done with the limited technology during the first world war why could the experimental artillery in the 38000th century not exceed 90 km(by the map size) considering we(the species) currently (with rockets) can hit any part of the planet or even OTHER planets(admittedly without being able to do much damage unless a 'nuclear/fusion' warhead was to be used), and also the nuke blast radius in the game appears to be only about 250-500 metres diameter, whereas during the actual nuke blasts that HAVE happened  all had effective destruction raduii of over 5km. which suggests to me the scales are OFF by at least ONE magnatude ie at least 10 to 20 TIMES larger.

HarPo

 

Reply #13427 Top

But where's the fun in that? A nuke that blows up the entire map in one go is just no fun at all. *coughYolona Osscough*

Regarding weak experimentals in SupCom 2, they(GPG) intended for them to be weaker so that you would include them in your army, and so that you would have to have many of them in order for them to be effective. This disappointed many people, because it is awfully fun to march through an army with just one unit... *coughMegalithcough*

When they added the Monkeylord to SupCom 2, it certainly revived a huge part of the dead community, and queued build orders revived even more. The online community is thriving right now.

Unfortunately, the only reason I have Steam at all is because I have SupCom 2...

Down with Steam!

Reply #13428 Top

I haven't had any issues with air units not having enough fuel to get across the maps and go into battle. Some do better than others, but I've never had any with functional problems. Dunno if that might be due to a later update. Even still, I do like the fuel aspect cause it requires you to make choices, even if the usage of fuel is not on a realistic scale.

I will not argue that the artillery and nukes aren't underpowered. Then again, the same is true of TA if you think about it. Both games take place way way way in the future. Despite this, both games have a very 20th century approach. In neither case would this be reasonable, just as the whole Warhammer 40K universe seems awfully messed up.

Point being two things: 1) The creators are very much limited by their knowledge and imaginations. They wanted to go the strategic routes they knew, which is a trap when dealing with future tech. 2) They wanted to make a fun game. Without pushing the boundaries of memory usage, they could not make a map large enough to truly see everything from ground units to ICBMs come into play. Some things had to be pumped up and some things brought down. More than anything, it does have to be fun and balanced.

With the exception of the air unit issue, that's why I play with artillery and nukes off. This way I'm forced to pick my battles and move against the tide for every inch I gain, with neither myself nor my opponnet taking the easy way out.

As for SupCom2's experimentals: I just feel that after a point I don't end up building any normal units, just armies of experimentals, which sucks given that the research concept practically goes out of the window at that point.

Reply #13429 Top

If you want to be competitive, you have to build non-experimentals, an army of experimentals will die to the appropriate counter, which I think was the idea, experimentals can be countered by non-experimentals very easily, as opposed to the old SupCom, where there came a point where everything except T3 and T4 were irrelevant. Now, all(maybe not some) units are relevant.

My only problem with SupCom 2 is that you can easily make your ACU a one-man army and obliterate the opposition. Overcharge cannon kills ACU's, armies, and experimentals in seconds. If they need to change something, they need to change the ACU's power level.

Reply #13430 Top

 

 

 

HarPo 

Reply #13431 Top

Before I would disable it, I use to counter SupCom experimentals all the time. Much like Starcraft, I found that there's a pretty simple solution to the biggest guns. So I had units on standby so that whenever I saw one coming, I could pop it off quick. I dunno. Maybe my thought is just something like, 'they call them experimentals, so they should be rare and powerful'. Doesn't matter. I still prefer to figure out how to use bombers to soften entry points for my dropships to bring in elite units.

Reply #13432 Top

less talk, more posts!

 

HarPo