I have been playing SupCom 2 for a few days now in total, so it would be fair to say that I am able to understand what the other argumentative is.
I'll begin my dumping again:
- Turtling is more viable in this game than in SC/FA because mass extracts cannot be upgraded to produce more, and therefore produce a linear amount of resources for the entire game.
- Shields can still be spammed, and I am doing a "feel" of price comparison, and I believe SC2 shields are less expensive.
- Shields do not receive the same type of penalty from artillery/splash damage as in SC/FA, meaning only one shield takes damage from a single projectile. Easier to spam, once again.
- While shields are vulnerable to gunships, as they fly below the shield radius, overlapping shields can negate this disadvantage.
- Throwing this out here, as you all (along with me) know that there isn't a shield overlay when you're building one. For what reason was this left out?
- Reminds me of why they didn't include the ACU HP on the sidebar there... derp.
- SC2 is basically tank/gunship spam, or straight tank or gunship spam after respective AA/shield upgrade. That land AA upgrade IMO is far too OP. There isn't any tech levels, so you can't plan to rush to T2/T3, so it greatly limits the player's strategy.
- Campaign is the same spam. Spam defenses and factory shields, then utterly destroy the AI. Occasionally you can ACU rush (last mission hilarious OC/jumpjet).
- ACU rushing in MP is funny. 4 ACU rush is even funnier, and I don't think this can be fixed easily.
- AI in FA was by far better than in SC2; sad.
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Lame. You can't reclaim all of Guage's structures because some were made invincible in most of the missions (at least in the last Aeon coop with him [or it according to the campaign text]), and you don't have access to the nuke launcher, but that's supposed to be a secret, now isn't it, Williams?
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Oh, I love you RCIX.
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I am always disappointed to some degree with the phenomenon where developers would release a 'full' game as a sort of open beta test where people would literally pay in advance to join in on the adventure. View it as either constructive and immediate criticism towards the next patch, I still it find rather disrespectful to the players who purchase their games with a mutual understanding that they will in turn receive a complete experience.
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The consequence for making units weigh more is: a) one unit destroyed means immediate neutralization of firepower/weight (therefore reduces strategy) as to compare with five units of the same stats, as you will still have four remaining if one is destroyed.
ie. Single Percival vs five Gatling Bots (since I can't compare any unit with SC2 as there are no tiers).
The more severe issue is that b) more units means far more mobility and tactical/strategical options than if you only had a few at a given moment. I can harass extractors far easier in FA than in SC2 because I can have a few low tier bot groups split up and attack those extractors, instead of needing most of them for main purposes of defense and attack. I am sure you can figure what I mean by this, but in case: you have far more precision in what you can do with your units if you have more of them.
Simply put in less-realistic terms, one Fatboy to take out several of your opponent's extractors or ten Rockheads? What if the opponent harasses you in turn, then your single Fatboy may not be in the situation to help, whereas you can retreat a few of your Rockheads for defense while still being able to harass the opponent.
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Dumping even more into this thread: I theorize that the AI runs out of resources, which is why it seems to stall at times after having its buildings destroyed. After a lengthy time will it be able to rebuild (where it has a factory still producing units), but generally I am discovering the AI in itself is flawed greatly with what it does.
The usual defenses I observe it has are usually two AA towers at base, a single PD very late game, and occasional late game factory upgrades. It also does a meager expansion consisting of two AA towers and a single radar structure outside of its base, apart from the mass extractors. The main issue is the lack of PDs at the main base, and the use of factory shields/etc. in protecting its structures and ACU. There is never a time where random ACU deaths cease to exist when there are AI about, and often this is due to either air attacks that are never properly responded to via AA/ASFs, a large land force where the ACU decides to respond alone, or nukes. It is quite rare for me to see an ACU being destroyed after the main base is, unless of course it's vs humans/etc., though in general SC2 ACUs are more vulnerable I feel, than in previous games.
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That bloody cheating AI is just pathetic--not only (assuming) does it have a resource boost, but it has a hilarious build speed in all aspects, including repair (and no fog)? It's not even funny, as the AI is still the same BO/style and strategy, nothing is different apart from the aforementioned.
Why, Sorian, why...
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I'd rather not argue about the AI; after all, this is the only game i know of where players play (and want to play) against it! In every other game, the ai has been easily defeat-able (which is what led to the creation of AI war).
See, you're still thinking in the old way of playing (that is, realizing that the individual units are more valuable but still trying to use them in numbers and ways like they were FA units). If i purchased the Fatboy, i might order an engineer to assist it and harass with it. If i ordered the 10 rokheads i might split them up into several groups of 2 or 3 and use those for harassing, because they have the equivalent strength of "several low-tier assault bot groups". Also, something that took me the longest to understand is this: Use your ACU! it can take a ton of beating and deal a pounding too, and if you spend as little as 3 research points it becomes even more effective. Then you can do much more raiding on your opponent with your offensive units (or maybe even back up your ACU if you want), and force the enemy on the defensive. Try watching the last game in http://www.gamereplays.org/supremecommander2/portals.php?show=news&news_id=590061 ; While in the replay the opposite guy wins then who should, it gives you an idea of some more interesting strategies to use.
If you go fatboy rush, then id' keep one or two at home for defense then harass with others. Minor experimentals are like the new tier 3 units, use them that way Smiley
It only takes a few TMLs to put your entire base in danger, especially if you've sent in most of your units out. Where previously it was easy to send in a few insignificant forces and have minimal impact on your main force, it's either you dedicate more resources and units on harassment, or you risk losing those individual harassment. Units cost more than what they used to in FA (mainly because of the economy change), so every unit counts.
Speaking of TMLs, I am finding that anti-TML structures and units are insufficient, they need an absolute solution for missile launchers, alike the ones from T2 SC/FA. ACU with an early anti-TML would be helpful as well.
Gunship/land spam will swallow up an attacking ACU a lot of the times, so generally it isn't advisable to go for a straight ACU rush unless you have an equivalent force to deal with theirs (even so, they could focus fire on your ACU). Usually if you're focused on your ACU rushing, it will leave most of your expansions/etc. vulnerable, and when you're deep in territory you will have your choices limited in either retreating or assassinating the opposing ACU (unless they're in the water, then your rush is effectively stopped, unless you plan on having a tea party whilst the enemy is preparing more gunships).