I must say this up front: I am very old school when it comes to the complete destruction / High deductible. Chris Taylor has really made the magic happen when he first introduced his brainchild in the mid nineties and it just got more magical as the player community around the game Total Annihilation to expand with new units, the patches that were units of the population to the ceiling, it is better A. I., packages map ...
I was not sure how I felt about the Supreme Commander, or a standalone expansion pack (Forged Alliance) after they hit the shelf. The plant upgrade has never felt like an elegant to me, as a level 1, 2 and 3 (if you count Krogoth Kozlova and experimental K-Bot Lab) plants, and it seemed to slow the game down, because modernization is both extremely expensive and time . High 2 feels a combination of some of the very old school, the concept of annihilation of some of the innovations of the Supreme Commander, bringing a much more stringent, the artistic director, and the abandonment of some of the newer (and, in the opinion of this browser and outdated) concept that had been with the franchise since it since its establishment. One of the most noticeable changes to the formula: you can no longer turn to the building or units without paying for them. Mass / energy is spent in front of all as one lump sum, but not consumed over time as the unit obtain. There are some obvious shortcomings of this system - you can not just simply design the initial infrastructure of your database, and then focus on the management of combat units, for example - but I must say, I've always liked this approach better than a Mr. Taylor took so long. Business disruption completely unforgiving in Total Annihilation and Supreme Commander, if you're excessively on their spending, receiving its stores in the form of a competitive environment, it was virtually impossible. High 2 has a good middle way: not more economy of procrastination, and you can still queue up buildings and units as anyone, but you must pay for everything at once - meaning you will not get you to the kind of automation system or SupCom.
There is also no more than warehouses for the mass and energy, which makes sense in light of the new economic model - and, frankly, I felt such pain in SupCom (I do not mind them in the TA so much because the buildings were much More and more indirect, in SupCom, it seemed that you were always the creation of sprawling forests things) that I am very glad to see them there.
Another big change to move away from the model, updating the capacity to access later levels of the unit / structure model tree technology, as evidenced by a third resource in the game - research centers. Earn studies indicate that the laboratory, and then open the tree of technology and spend them as you wish, or modernization of existing units / homes or unlock new toys. I would say that, unequivocally, is the most elegant and user-level mechanic saw the franchise move - it's just speed-walked up and gives some very important decisions early players (though you'll just race the technology tree later in the game, if you build more than 8 or so laboratories).
Other changes are mainly tweaks. Engineers can assist in the construction of buildings, instead of building just to build much faster than SupCom. Experimentals feel much more at the end of the game units in TAUCP Total Annihilation, than SupCom ugliness, and they are constructed using the portal, they can not destroy entire armies by themselves and are usually more specialized functions. It is also worth watching, that they look absolutely fantastic - fast is better than classical promising projects represented in SupCom. ACUS much more robust on the battlefield (a fully upgraded ACU can destroy the experimental units, and excess) and the team can learn from them if they are destroyed and their escape under can retreat to a safe location and restore the chassis to the ACU. Shield domes do not provide complete protection to complete drained, some shells (like the beam weapons) will not be stopped completely, while others (eg artillery) in blood and deal with a certain percentage of their damage. Nukes easier to build, the charge before and, as ever, so the anti-nuclear weapons are (again, harkening back to the days of Total Annihilation) is an absolute necessity.
Oh. And it is finding a way, but in no case yet meeting the industry standard, the world is better than ever were in the series. No more of your units to play bumper cars with each other.
In general, as the old school Total A'er, I dig the Supreme 2. If you're a big fan of SupCom 1 (I'm not such a big fan, but I found it interesting to look from time to time), I'm really not sure that you dig so much. Many ... "Zen" is absent here. You will not be designing the base and carefully establishing plans for the first 1/3rd way any given mission, or the macro-management is largely autonomous military machine through the patrol / ferry and action points (... that is, all of these features are still present here but to go much faster and battle lines tend to swing with much greater volatility) - you attention is constantly pulled in different directions. Personally, I like this type of dynamic more often than not, but I know that this is not the kind of dynamic I crave when I run SupCom.
Complaints? Well, just kind of campaign ... soft. Not terrible by any means - was fine, the dialogue was written correctly, the plot was predictable, but reasonable - but I have much higher expectations these days, given what was presented in names like Red Alert 2 with extremely entertaining co-operative component or franchise, as Homeworld extremely attract stories. I'm waiting for someone to really push the envelope in the RTS genre as the story goes, and SupCom2 certainly not what I expected.
Computer opponents, by and large, terrible - much smarter than they were in SupCom, or (for good) Total Annihilation, but still miles and miles away from the current industry standard. The computer will do some semi-intelligent things - they will pursue the experimental installations and military nuclear silos as soon as they build, for example, then the game will hit the flanks of your base with a traffic load units - but none of this does not compensate for complete lack of strategy he uses. Artillery of charge up to the point defense towers and get chewed apart, attack bots to move in a large rectangular columns support the anti-air units, just asking to be torn apart by fighting; experimentals are sent in installments to your defense; forward base never built, and t . e.
My first impression is also that the fighting is just too good right now, but I need more time before I could quiet critics of the balance of power. They are well armored, they pack quite a kick and, of course, a package of them always seems to do tremendous damage, regardless of how many fighters are trying to refute them in the sky or how many anti-aircraft batteries (mobile or landline) you are.
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