Supcom Expansion
Moderator: Moderators
- Guessmyname
- Posts: 3301
- Joined: 28 Apr 2005, 21:07
- BlackLiger
- Posts: 1371
- Joined: 05 Oct 2004, 21:58
Many people here are used to well thought out and balanced mods that allow very high levels of play while SupCom was more like they had the idea of huge battlefields and superunits and couldn't think of a good RTS base to add that to so they made some generic filler RTS out of the remaining parts.Zoombie wrote:Am I the only one here who had fun with SupCom?
There were some cool ideas but it really needed a lot of polishing to be fun. I doubt the expansion is really going to improve on the weak areas. Having a new faction is pretty much worthless because all the factions only have different (but very similar) stats, no different units. Orbital weaponry sounds like something that would never be used in real games. I dunno I guess I'll see what happens.
Standalone xpansion, 100 new units. Hmm maaaybe if they just threw the old crap out and made 100 new units that are actually interesting. But that's not going to happen. There's going to be the 100 generic old units + 100 new bloat units. Still, I think it will be in this way a bit better with the xpansion then now, even if that's not telling much
Yeah and another faction, so its more like 10 new units/side that's probably all alike across sides and the rest going to the new faction (counting in buildings as units, wich I think they do) that's kind of like yet another clone of the old factions.
Yeah and another faction, so its more like 10 new units/side that's probably all alike across sides and the rest going to the new faction (counting in buildings as units, wich I think they do) that's kind of like yet another clone of the old factions.