What we really want

Thursday, May 24th, 2007

It seems I jumped the gun, at least a bit, in my previous post when discussing tech 2 unit rebalancing. I have had the chance to play some more games, and it seems that on smaller maps, games now do tend to go through at least something of a tech 2 phase. While [...]

Our hopes for the patch and the revival of tech 2

Friday, May 4th, 2007

I was talking with Grokmoo yesterday and today and we both have very fervent hopes that the patch will open up the middle game. Supreme Commander (at least in competitive play) currently plays in two modes: tech 1 and tech 3. Tech 2 is little more than a highway pit stop between your [...]

More confirmed news about the patch

Wednesday, April 25th, 2007

We don’t yet know when the patch is coming out (and indeed, we probably won’t know until it actually happens), but there are some things we do know. For one, the patch has been undergoing testing for about a week now. Gas Powered Games set up a separate beta/testing server and granted access [...]

Tech 2 ground units: why bother?

Wednesday, March 14th, 2007

Now that I have been playing SupCom for a while, certain play styles have started to gain the force of habit, and I find myself taking for granted many things that newer players may have no idea about. Take the tech 2 land factory, as an example. Typically, as soon as I get [...]