Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
https://www.gamespot.com/reviews/supreme-commander-review/1900-6166152/
It's a game I won't ever play competitive because not only does it have unfixable flaws (pathfinding, moving outside the map, water surface issues, sound issues, limited processor usage, 32bit memory limitation) but it also doesn't have the overall game design to actually work well, like I can't even make sure that my ♥♥♥♥♥♥♥ engineers do what I actually want them to do without micro-managing everything they do constantly. What's most infuriating to me is that it calls itself "Supreme Commander" but lacks a functional AI that can actually rebuild from scratch or take care or its ACU any bit and it also fails to provide an UI rich enough in functionality to actually play the strategy instead of micro-manage all the unit f*ckups nonstop - like where's the "Supreme Commander" ? Things like bombers not turning after dropping their load but flying right over the enemy base with all its air defenses or AA fighters chasing enemy scouts right back into their base to be shot down or that I can't change their attack priorities without mods to not let the T3 bombers pass to engage in air combat with other AA fighters but shoot them down before they drop all their bombs.
It's really people that don't care about gameplay mechanics or haven't played a great amount of games that praise this as "best". It's okay to good, depending on what you like about it, but it needs a great deal of forgiveness because the flaws are everywhere and literally the only thing that keeps this game floating and from drowning is the community and all the work it puts into this but without the slightest bit of a doubt I can say that a proper remake would be far better than trying to fix the unfixable.
Edit: It doesn't even have the space ship part. It's all ground combat and at least it got naval combat in it, which I like, unlike some other RTS games that just remove that.
Edit#2: Fúck the rétard who gave the jester award. I provided valid points and could provide entire more pages of them. I held back.
other things in this game:
and all of this balanced into 1 game, at least those are some of the things that matter to me
hollow explained a lot of flaws in the game (and not even all of them, but I think a lot of control issues are solved in FAF and its ui mods, I never tried loud so I can't speak for it), some can just never be solved because their source is in the inaccessible engine itself, at least not without compromising what makes this game what it is, but even so, this game is far better than any other rts I've seen so far, what is really needed is sufficiently budgeted supreme commander 3 that fixes all the problems with this one and further improves the things that can be, without changing things that don't need to be changed (like basically every sequel insist on doing for no reason and over the top), but like that will ever happen
you should really just try it and you will see why, or here is a video that describes what is so good about this game from someone who explains it way better than I can
What i like most in this game is the use of the commanders and the scale wich it represent so very good.
Another one is resource management. Everything generates at a constant rate and increases depending on what you build. So you are never halted from making something regardless of how high or low your values are. The only thing that happens if you let your values go too low, your building speed will slow to a crawl, but the moment you get them back up, your speed will immediately go back to to normal. And on top of that, you can stack builders for faster construction speed, which also requires more resources.
These things are in the first Supreme Commander, but this one has more units, a new faction, it also has better HUD and UI. I do recommend playing the first Supreme Commander, at least the campaign.
anyways sure, engineers don't benefit from adjacency like factories do, but they don't *increase* the cost of the unit past its base cost, they just don't get discount on resources they put in with their build power, which seems very marginal problem to me if a problem at all, consider engineers assisting factories an "overclock", pushing the build power of factories past what it is normally, trading efficiency for speed (if factory even had any adjacency bonus in first place, otherwise it is just a bonus with no downside)
don't want to derail the thread with the rest but suffice it to say, adjacency has its uses (other than energy storage building) and sacus aren't that big of a problem due to their build cost inefficiency and how late game they are, rotating buildings is just something gpg didn't consider for some reason and FAF has that workaround upon turret placement but not for factories (it does have some normalization and optimization of factory rollout speeds between factions afaik)