Archive for the 'Discussion' Category

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 […]

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. […]

Mass converters considered harmful

Sunday, March 14th, 2010

Let’s be honest, Supreme Commander had severe balance problems with mass fabricators. They were simply too good, and rapidly obviated the need for map control. They replaced strategic fights for mass points with ugly, exponentially growing resource farms. Forged Alliance rectified the issue somewhat by nerfing mass fabricators (and removing the T1 mass fabricator entirely). […]

Skirmish is where it’s at

Sunday, March 14th, 2010

I just played my first skirmish game (after beating the first eight campaign missions), and I must say, skirmish is where it’s at. Skirmish is the hat to campaign’s head. If you’re getting bored of knocking down set-piece after set-piece in campaign mode like I am (including dozens of minutes of building up forces between […]