Archive for March, 2010

Better fire controls?

Monday, March 22nd, 2010

As I’ve continued playing SupCom2, I’ve come up with some ideas for how the game might be improved. My first idea is to implement better fire controls. I’m thinking of a selector switch with options for each of a unit’s different weapons systems. It would default to “All” (and that’s what you’d use 90% of […]

Appreciating the little things

Saturday, March 20th, 2010

A couple things escaped my notice when I first got SupCom2 and wrote up my initial impressions. In SupCom2, as in life, you learn to appreciate the little things, the things that SupCom2 quietly improved over its predecessor in ways that don’t leap out at first but that make measurable strides towards greater enjoyability. I […]

ACU attacking – the current dominant strategy, and how to beat it

Friday, March 19th, 2010

Both other players’ views on the GPGnet forums and my own experience indicate that ACU attacking is the current dominant strategy. I’m not referring to ACU rushing in 1v1 games, which is easily defeated with proper scouting and judicious usage of point defense hidden behind shielded factories. No, what I’m referring to is ACU attacking […]

SupCom2 v1.3 patch released

Wednesday, March 17th, 2010

Patch v1.3 for SupCom2 has been released! It consists mostly of balance tweaks, but there are some bug fixes as well (including for the air factory veterancy issue). Here are the full patch notes: Bug Fixes and Improvements: • Private games have been replaced with Friends Only games. This means that you can mark a […]

I’ve started playing multiplayer matches

Wednesday, March 17th, 2010

All right, so I’ve just started playing multiplayer SupCom2 matches. Here are some of my first impressions: Bad teammates are not fun to play with. And by “bad” I don’t mean “not-tournament-quality”, I mean horrible. One of my teammates in a 2v2 hadn’t even built any military units ten minutes into the game, at which […]

Paucity of research forces you to commit to a strategy early

Tuesday, March 16th, 2010

I’ve played enough multiplayer matches now to be able to comment on matters of multiplayer strategy, at least generally. It’s a whole different game than when playing against the AI, of course. The AI is — what’s the best way to describe this? — brain-dead, and you can get away with truckloads of mistakes that […]

What other SupCom2 fansites are there?

Tuesday, March 16th, 2010

I just cleaned this site’s blogroll and the results were not encouraging. Both SupCom Live and SupCom Universe are now gone (no sense in linking because I mean gone). SupCom HQ hasn’t updated since 2007. At least GameReplays is still around, and it has a very active Supreme Commander 2 section. Is that all that’s […]

Supreme Commander 2 wiki is up and running

Monday, March 15th, 2010

The Supreme Commander 2 wiki on Wikia (no affiliation with either SupComTalk or GPG) is up and running. It’s by no means fully fleshed out, but all of the basic stats for all of the units are there. And they have a nice image with all of the tech trees as well. So now you […]

An overview of the current perceived game balance

Monday, March 15th, 2010

A brief look at the GPGnet forums yields a wide variety of inevitable claims of ways in which Supreme Commander 2 is imbalanced. Here’s a look at these claims, and a brief analysis of each one. Of course, I’d like to hear your opinions as well in the comments below — especially if I missed […]

The air factory experience bug

Monday, March 15th, 2010

A bug has come to light regarding experience earned by air factories for creating units. Keep in mind that each level a factory gains decreases build time and build cost by 10%. Factories max out at level five. The way it’s supposed to work is that each successive level requires more units built to reach. […]