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Preview Supreme Commander (SupCom), new E3 video

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post Jan 27 2007, 10:39 AM

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Well I'm in the beta and even I'm not too sure about the requirements... Its like they introduce more newer, more spiffy effects with each release (I haven't tried 53, so I don't know how much) which slowly increases the requirements each time.

I just hope that by the time they're done, they still would've retained the awesome sub-30 second load times for the game biggrin.gif
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post Jan 27 2007, 11:55 AM

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Topics merged, so now all the videos are together... weee!!!
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post Feb 6 2007, 11:46 AM

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Cool, hopefully the requirements are settled in this demo, so I can properly gauge if my system can handle it biggrin.gif
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post Feb 8 2007, 09:25 AM

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Finished downloading the demo late last night (And after trying out the first campaign mission, which meant I slept in the wee hours of the morning), its been nicely spruced up since the beta.

As Araes said, the briefings brings back memories of Starcraft (Minus the stellar voice acting of course) and the mission structure is no longer the typical TA "Blow everything else" style for everyone one of them.

Performance wise, NOW it hates my PC sad.gif I love how they improved on the ferry system though. That in itself is one awesome RTS innovation.

Few gripes though which may or may not be intentional:
1) Lack of an attack move command. The fact this has been omitted has raised quite a number of eyebrows considering how just about every game since Starcraft has it. Honestly, it has to be done like this for a reason.

2) Some of the command lines are harder to see (Like ferry routes) which makes it extremely hard to reorganize them from macro view. That being said, I never thought playing from a fully zoomed out view would be so much fun smile.gif

Gonna give skirmish a shot and see if my PC can handle a typical bout with average unit limit.
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post Feb 8 2007, 12:22 PM

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QUOTE(fujkenasai @ Feb 8 2007, 09:51 AM)
Yes it has a nostalgic feeling to the game, despite of the improvements in graphics through all these years Starcraft's mission breefing is still very attractive. I wonder when will they have mission breefing or better still in game experience like the cinematics opening. Prolly by then we will need a quad core gpu with l2 cache.

I find it hard to master the econ of the game since online beta and now in demo also. There are also lots more short cut keys to remeber compared to other RTS games that Ive played but then its sup com.

btw H@H@ what kinda specs is your com?
Mine is a

C2D E6300
1 1Gig Pc800 RAM
DFI 975X/G
Geforce 7600GT 256
320 SATA2 16M hdd

and it was ok though I set everthing to high at 1280 X 1024 and I do not feel any difference in graphics from the beta version prolly cos I started the game late where as you started at an earlier beta stage.

Wish all of you happy demo playing.
*
Oh my PC is like top of the line... FOUR years ago tongue.gif

Athlon 64 3400+
Radeon 9800XT
1GB RAM

I'm actually quite happy that I can play it, let alone run it smoothly.

Oh yeah... I just love the load times as well biggrin.gif
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post Feb 8 2007, 02:34 PM

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QUOTE(fujkenasai @ Feb 8 2007, 01:50 PM)
How long does it take to load?
*
Less than 5 seconds.

In the early beta, the load time was so fast, I never knew there was a loading screen. biggrin.gif

QUOTE(Araes @ Feb 8 2007, 02:00 PM)
There is no attack move command because there is a new 'Return Fire' button in the hud which you can toggle on or off, the default is on. So whenever you move a unit it will auto fire on an enemy without pursuing until it reaches a destination.

I love the ferry system now, its so much more easier to use. Its going to be hard to imagine future RTSs without it.

My pc also is having problem handling the large unit count. It might be able to handle only 1v1. sweat.gif
*
The Return fire command was always there... Its just that there are no more unit movement commands to complement it like Maneuver, Roam, Hold Ground which made it become like an attack move.

Anyway, in the 2nd Campaign mission, its now ridiculously smooth despite the fact that i've built DOUBLE what i did in the first mission. The only change I did was change my monitor reso and refresh rate and switch off v-sync.


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post Feb 8 2007, 10:24 PM

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QUOTE(Crossbone @ Feb 8 2007, 07:57 PM)
one of the most annoying thing to me is the UI/menu or whatever you call it is big.
i mean..ITS XBOX HUEG!
*
QUOTE(SpikeTwo @ Feb 8 2007, 10:11 PM)
the menu kinda blocking my view...it used up too much space. and my vieawable area is somewhat limited, even on my 20". playing without sound, thanks to the corrupted download. laugh.gif
*
You have to remember, that unlike other RTS' before this. You never had the ability to view the entire battlefield in just your main viewing area...

Anyway, that's what a second monitor is for whistling.gif
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post Feb 9 2007, 12:04 AM

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QUOTE(Sichiri @ Feb 8 2007, 11:53 PM)
Homeworld  tongue.gif
*
And have you tried playing the game proper in that view?
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post Feb 9 2007, 03:39 PM

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QUOTE(Amedion @ Feb 9 2007, 01:47 PM)
One thing that i like about RTS game is the ability to create various kinda units. I wonder Supreme Commander got how many types of unit? In mecha, tank and air?

If this game is so nice then i wanna upgrade my pc liao.. otherwise just keep for PS3..  biggrin.gif
*
Oh you've got plenty of units to play with. Every tier level (3 + 1 experimental level) gives you access to a whole new range of units and base defences. But unlike the original TA, there's more differences other than the usual "More HP, more damage output" and each side does reflect this as well.

QUOTE(Sichiri @ Feb 9 2007, 02:07 PM)
as much as I want love this game, the gameplay feels flawed. similiar problems with Total annihilation still exists, like slow unit response(it feels like playing a bnet game with 2 second delay) and bad pathing.

The battle screen is so small, its a sharp contrast of what you've seen on all the trailers.

and is it just me or is the ferry system a little...bugged? The transports won't pick up my units as I queue them on the 'ferry point'.
*
I think Rangerkarl pointed out that you could minimize the interface.

As for unit resonses and unit pathing, I have to agree with you there, although 2 second lag seems a bit of a stretch.

But in the bigger picture, that all is pretty moot as SupCom is meant to be a large scale RTS which means instant unit response isn't exactly as important in your regular micro intensive RTS'. The gameplay itself will take getting used to as long-drawn out battles are the call of the day (IIRC, they mentioned that a 'rush' game would be 45 minutes at least)

And I don't have issues with the ferry system. Unless of course you're sending stuff that's either too big or can't be transported.

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post Feb 10 2007, 12:21 PM

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QUOTE(Crossbone @ Feb 9 2007, 11:42 PM)
more like incomplete,
well,it is a demo after all,cant expect too much

The UEF faction (the commander unit that appears in the box art) could only advance to Tech 2,you cant go Tech 3 or build any experimental weapons.
You cant build naval units too.

Haven't try the third faction,Aeon of whatever it is called.
*
I assume that's the case because that's all the units that are included in the game based on the campaign missions.

QUOTE(Cheesenium @ Feb 10 2007, 11:03 AM)
Is the ai really that dumb in the beta?It's damn stupid as donkey.No fun at all.
*
There was no AI in the beta. It was multiplayer only.

Anyway, I can zoom in pretty damned close until a tier 1 unit can fill my whole playing area.

Oh yeah, holding Alt and pressing the arrow keys will reorientate the HUD, so you could actually get the original TA interface style biggrin.gif... You can also shrink the UI a bit in the options... Can't remember precisely which one.

Yesterday, I discovered the true might of Assist command in the game. Unlike other games where "right clicking" on another friendly unit pretty much means they'll either follow or guard that unit, this one makes it extremely robust. For instance, if you have one transport ferry troops from one point to another, order other transports to assist this one and they'll do just that. What makes it even more impressive, is that just by altering that one ferry, the others will follow suit.

But the biggest and most awesome thing about the assist function is with the factories. Factories that are set to assist other factories will automatically build whatever item is left in the build queue for the main factory. This and together with the ability to customize your build order means you can pretty much control the production of troops using just one factory.
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post Feb 10 2007, 03:06 PM

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QUOTE(Araes @ Feb 10 2007, 02:00 PM)
I just love the automation in this game, once you get your econ going everything just falls into place. The 'shift' key probably has the most important fuction in this game.
*
Well I would agree with you on that, but unlike TA, the differences in econ usage per tier is so immense, you actually have to maintain a steady increase in energy and mass production or your war machine will just shut down.

For once, the econ is finally playing a really important role in an RTS. In most RTS, if you're low on cash, just wait a bit for your resources to build up... Can't do that here as the gathering rate is what's important and sitting around sucking thumbs doesn't do that. Add together the insanely high prices of units now, using your reserves to fund yourself as you increase econ production just isn't as viable as before.

QUOTE(MasterAlvin @ Feb 10 2007, 02:31 PM)
yeah the asist function is really a new taste in RTS. right click never has been this useful

and i absolutely agree the shift key is incredibly useful now.

it was merely a way point key in other RTS game thus far.
*
Well considering how it was the original TA that introduced the Shift key to the RTS, world, it only seems fitting that the sequel to that would take it further biggrin.gif

PS. You can actually click and drag to build multiple buildings using the shift key tongue.gif
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post Feb 11 2007, 06:14 PM

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QUOTE(Xonius @ Feb 11 2007, 06:42 AM)
hey guys, any tips on getting alot of MASS? i always run out of MASS, even when i have half of the map with lvl 3 Mass collectors, building the artificial mass collector thingy (forgot the name) would require alot of power. And i still cant get the Energy mountain near our base, what is it for? how do we make use of it?

The hard enemy likes to use Nukes..damn them.
*
Ah, it just takes getting used to .

Few things to remember:
1) In most situations, you will almost NEVER have enough Mass points to generate mass. You MUST rely on mass fabricators if you want to focus on the more expensive troops

2) Build Mass and Energy Storage early in the game. The more mass and energy you have in storage, the longer you can sustain negative mass and energy income later in the game without it crumbling your economy. This is the case, as energy and mass usage early in the game is easy to control and you'll often have surplus which would be wasted unless you have access storage.

3) Learn to use the building adjacency bonus with your metal extractors and fabricators. Every building that either uses mass or energy, will use less of that resource if a building that generates that resource is placed next to it (And connector lines will appear). Example, mass extractors use about 5 energy per second. Putting an energy generator next to it, reduces it to 4. The larger the building, the more efficient it becomes.

4) Balance mass and energy production accordingly. If you're gaining one resource far higher than the other, you need to do something about it. If you have excess energy, exploit it using mass fabricators. If mass, more mass storage or energy production for the eventual need for mass.

5) Learn to toggle construction/production on or off to focus on certain buildings. That way, you can pause production of your experimental/T3 stuff while waiting to finish your production buildings or shut down mass fabricators to stop energy drainage.

6) Remember, most abilities and units use energy to operate. Everything from stealth generators, artillery installations, shields and radar. So, be careful with these units.

Like I said earlier. The econ IS part of the strategic gameplay which is awesome.

QUOTE(dos @ Feb 11 2007, 10:51 AM)
The units are so tiny. Hard to make out or is there some trick i don't know about? I don't want to play with just icons on the screen and playing the game zoomed in didn't feel right. sad.gif Also how to target aircraft with other aircraft? They move so fast i can't click them. The experimentals are pretty cool though. The spider robot(why is called monkeylord???) laser beam was so cool.
*
Don't worry about ordering your troops to target other aircraft. Worst comes to worse, order them to patrol around where the aircraft are.

QUOTE(fujkenasai @ Feb 11 2007, 05:00 PM)
Ive tried fast rush seems quite useful in this game......
I mean turret rush.
*
Ah, the classic offensive Porcupine strategy from TA. IMO, its not really easy to pull off this time as the maps are SOOOOOO huge now and artillery in general has been nerfed from before (Shorter ranges, ridiculously high energy consumption, and long reload times)


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post Feb 11 2007, 08:53 PM

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QUOTE(Araes @ Feb 11 2007, 08:09 PM)
The Tech 3 artillery can single handedly wipe out the entire base on demo map. It depends on what size map your playing on really. I don't think it uses energy to work but only when you build it. Its a one time cost.
*
Well, judging from the beta, even on the medium sized maps, the T3 artillery can't even reach a quarter of the map. In TA, the Bertha could easily cover half the largest map in the game.

And yes, artillery shots cost energy (Its per shot).
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post Feb 11 2007, 09:56 PM

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QUOTE(Xonius @ Feb 11 2007, 09:18 PM)
thanks for the tips, i really hope they will fix the dumbness of Normal AI to at least something abit more challenging, Hard is ok, but still very boring since they like to use nukes, which usually means 1 hit KO. I would want the fight like i saw in the trailers, LOL.
*
You can stop nukes... Just build the missile defense buildings.

Was trying out Hard for the first time just now and damn, and the AI was kinda sneaky. Kept sending T1 units to their doom in my base, while I slowly built my army up (Which was mostly gunships and air sup fighters)... Then a Monkeylord came into the picture and I was GG.


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post Feb 12 2007, 12:45 PM

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QUOTE(king_kong @ Feb 12 2007, 11:06 AM)
yeap, SupComm will be out soon.

also, i'd like to announce that there will be a localised version for SupComm in Malaysia by New Era. This localised version will be cheaper, RM 79.90 and will be in English!

however, this localised version will be available about 2 weeks after the official launch due to the holidays.

exact launch details are scarce but i'll update everyone once i have details.
*
OMGOMGOMGOMGOMGOMGOMGOMGOMGOMGOMGOMOGMOGMOGMOGMOMG

I'm all OVER this.

Is there any offer on the Collector's Edition or anything like that? What's in those things anyway? Haven't been checking up on that.

QUOTE(Amedion @ Feb 12 2007, 11:27 AM)
H@H@, i remember you mentioned using 9800XT to play this game. Is it true? Care to tell me your PC spec? Wondering how much shud i upgrade for this game. Don't wanna spend so much.
*
Yes its true! SupCom doesn't hate old PC gamers!

My specs are:
Athlon 64 3000+
1GB RAM
Radeon 9800XT


I highly doubt this system will be able to stand online play on some of the larger maps as the game does tend to slowdown once the total unit count reaches 600-700 (Both you and your enemy)
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post Feb 12 2007, 02:24 PM

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QUOTE(king_kong @ Feb 12 2007, 01:06 PM)
the localised SupComm won't have a malay name like Dawn of War, it will look like the Thai version.

thai versions have no changes to the title, only the manual and text on the back of the box.

so it WONT be Komander Agung this time around.
*
I believe it would be Komander Teragung tongue.gif

Anyway, any word on the CE? How much would that be minus localization anyhoo? Mmmm, tin box.
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post Feb 12 2007, 03:58 PM

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QUOTE(king_kong @ Feb 12 2007, 03:29 PM)
the localisation will only be done for the standard pack. No localised CE.
*
Awww, Ah welll... Can't have everything right?

Hmmm, get the super cheap localised version or pay almost 3 times more for the uber tin CE... Decisions, decisions, decisions.

How soon before the CE arrives? I might just get that since its sooner biggrin.gif
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post Feb 12 2007, 04:09 PM

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QUOTE(king_kong @ Feb 12 2007, 04:03 PM)
CE will cost about the CE price, which is around 199.90.

y not be a sport and support the localised version?
*
You know, you're creating a very peculiar conundrum with that line.

Should I support the local industry by buying the cheaper localized version or go for the more feature-ful CE which is 3 times more pricey?

The former option might entail future reduction costs in later games, while the latter will ensure I am happier with my purchase now albeit doesn't help the local industry.

Its like a very warped view on the current piracy vs ori purchases laugh.gif
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post Feb 12 2007, 08:05 PM

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QUOTE(fujkenasai @ Feb 12 2007, 07:14 PM)
Go for the CE you'll have to wait a long long time b4 an RTS game like Sup Com comes out again.
*
That's what I said for my last 3 purchases... Not sure if I should keep the trend laugh.gif
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post Feb 13 2007, 03:52 PM

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QUOTE(Cheesenium @ Feb 13 2007, 03:08 PM)
Damnit,my rig cant take the full version of Sup Com even after upgrading my RAM to 1.5GB.Im not running this game at Low,it looks like crap,worse than Warcraft 3's graphics.

I think i'm not getting this game till i have a better rig.

How could you do this to me,Gas Powered Games?
*
Or maybe its because you're running some unoptimized alpha leaked version?

In any case, I'm happy playing this game in Low... I've gotten quite used to the zoomed out view biggrin.gif

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