Supreme Commander 2

Mostly PC, but console and mobile too
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Cakedaddy
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Post by Cakedaddy »

Started a new thread so we don't derail the general game thread. This may be over kill, but who cares.

There are 4 of us playing tonight so far. Teams or FFA?
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Post by GORDON »

I purchased the DLC, "Infinite Wars" or whatever. I got the receipt that says I bought it. It is not appearing in my steam library. How do I know it is there?
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Post by Cakedaddy »

Right click SC2 and 'check dlc' or something like that. There's a right click option that talks about dlc.
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Post by GORDON »

Ok I guess it is there.
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Post by Leisher »

If you launch the game, you'll see a check box that says something like "include the DLC content".

Also, I think we need a rule for us noobs. Like no attacking prior to 10 minutes or something.

I am going to get CRUSHED. Let's do FFA as I don't want to drag anyone down, and if I get eliminated, I can watch football while waiting for the next one.
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Post by GORDON »

I've played SC2 for exactly 21 minutes, as of right now. Those minutes were about 2 years ago.
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Post by Leisher »

I'm very disappointed that you haven't yet figured out that while Cake has been mocking you for wanting to play games you're familiar with, and thus, will win, he's got us all playing a game he's familiar with and we're not.
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Post by GORDON »

He and I had that conversation a long time ago. For a while we multid X-Wing vs. Tie Fighter. I kicked his ass. He stopped wanting to play. Then he and I multi'd Homeworld once or twice. I kicked his ass. He stopped wanting to play.

I very well could have thrown the accusation back at him, and the thought to do so occurred to me, but I have more class than that.

Sometimes I feel like I am the Andre of this group, and I am just supposed to enjoy being shat upon because that is my place.




Edited By GORDON on 1388617507
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Post by Leisher »

Sometimes I feel like I am the Andre of this group, and I am just supposed to enjoy being shat upon because that is my place.


Nah, you're Ruxin.
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Post by Cakedaddy »

We did Multi XvT and you kicked my ass. Then we did co-op, and I couldn't hang with that. Then I bought a new joystick to play better, and we didn't play any more. I think our other goal was to find an updated version of that genre to play. Never revisited it. I would play again because it was fun. But I liked co-op better because it wasn't you beating me. I HATE losing to you.

I have never owned, played or even watch a game of Homeworld. That wasn't me.





I would have named SupCom1, if I had it installed because I knew Gordon would play that. But I don't, so I didn't. BUT, my awesome wife lurks these threads and saw that my SupCom was in storage. She went there yesterday, in the cold, and dug it out for me. So, I have it, but it is not installed. It will be. Then we can play that too. Our thread was going on too long about which one we should play. I decided to man up and just call a game. I also wanted to see if Troy would REALLY be allowed to play with us. Troy was the better SupCom2 player. So I expect to lose to him. So, still not picking the game I knew I'd win. That would be TA. NO ONE can beat me at TA. I'd even go so far as to say I could 1v2 anyone here. :-)




As far as tonight's games. . . I'd rather have teams. I'd put the skill levels at:

Troy
Cakedaddy
Gordon
Leisher
Stranger

With Leisher and Stranger possibly being interchangeable. Gordon's SupCom1 experience will help him in SC2. I can't beat a hard AI yet. So, I'm not very far ahead of others.

I'm thinking Teams could be:

Troy, Leisher vs Gordon, Cake, Stranger. And yes, Troy was that much better than us. I remember doing a 3 way where he pretty much attacked one of us (me) and then the other (Gordon). Neither of us attacked him and Gordon lasted WAY longer than I did because he had a really long turtle time. But he still won.
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Post by Troy »

I don't think i'm great at Sup Comm 2, personally. And to prove that Cake already beat me 1 on 1 tonight.

We'll see what happens when I remember how to play. I don't think it will be that much different but we'll see. :)




Edited By Troy on 1388620539
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Post by Cakedaddy »

Ya, I've had about 10 practice games against hard AI and trying to copy/learn from him. You play your first game in however long and I barely beat you. A couple more games, I'm sure you'll be back.
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Post by GORDON »

This is a lot different from SC1, interface-wise. I'm pretty much lost at this point.

How do you set your forces in formation?
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Post by Cakedaddy »

I don't know. I never did that in SC1 though either.
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Post by GORDON »

Cakedaddy wrote:I don't know. I never did that in SC1 though either.
How did you move a mixture of units and make sure they got there at the same time, with shields spread out, artillery in back, etc?
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Post by Cakedaddy »

I'm not sure I did. . . I was more about quantity than quality I think. But then, I never got as good at the game as you did.
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Post by Troy »

I thought the FFA's were some of the better fun I've had.

The game definetly balances itself out, if you start to pull ahead the other players make you pay. Like Leisher getting his 40 virgins at the expense of Cake's base, for example.

2v2 would be good too, if we get 4 players on at some point.


Edit: the internet says it's 72 virgins




Edited By Troy on 1388676575
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Post by Troy »

Experimental list pulled from the SupCom2 wiki

UEF Experimentals

The UEF is known for its brutal prowess, and shows it frequently on the battlefield by using advanced ways of old-school war tactics.

Fatboy II Experimental Assault Vehicle
The Fatboy II is a remake of the incredibly powerful original Fatboy from Supreme Commander 1. The design of the Fatboy has changed, now operating on 4 treads and losing its purpose as a mobile factory, and turning into a long-range offensive tank. The fatboy is primarily an assault unit. It has one of the longest ranges in the game, so put it behind your main force. Do note, it has more power and equal range to the UEF Poseidon Battleship, until the "Stacked Cannon" research upgrade for naval units.

AC-1000 Terror Experimental Assault Plane
This mighty gunship is inspired by the AC-130 Spectre used in modern warfare today. It slowly circles its enemies and possesses incredible fire-power, but has fairly low health and won't survive long against formidable Anti-Air defenses.

C-230 Star King Extreme Experimental Air Transport
The Star King is the UEF main way of transporting its experimental units across the battlefield. This very large transport can also transport up to 75 other additional units, but can get easily harassed or even destroyed by a group of Anti-Air fighters, so it should be escorted when delivering experimentals.

Air Fortress Experimental Mobile Factory
The Air Fortress is a more cost-effective air factory in the late game, producing the same air units as an air factory, at a fraction of the cost and time. It is also a mobile factory, meaning you can launch a surprise air assault very close to your opponents base.

Atlantis II Experimental Aircraft Carrier
The Atlantis II has made its comeback into Supreme Commander 2, from its predecessor the original Atlantis. It has the same purpose and abilities through, possessing the ability to submerge while it is amassing a large air force, and emerging to unleash that force onto an unprepared opponent.

Disruptor Station Experimental Quantum Distortion Artillery
The Disruptor is a very effective four-barrelled long-range artillery, possessing the ability to shock enemy targets upon impact of its 'quantum distortion' shells. Having four-barrels, it is a more cost-effective solution to sharp-shooting your opponent in comparison to an equal amount of Long-range Artilleries.

King Kriptor Experimental Assault Bot
The King Kriptor is the Universal Colossus inspired, UEF major experimental. It possesses much more fire-power than its inspiree, wielding multiple cannons and artillery to unleash havoc unto it's opponents. It compensates for this by having significantly less health, though will slightly beat it in a fight.

Noah Experimental Unit Cannon
The Noah is the most creative weapon in the UEF's arsenal, possessing the same range as the Disruptor, it can launch small armies across the map without having to build any transports. It also serves as an advanced factory, making the same land units as a UEF land factory, in a fraction of the time and cost.

Illuminate Experimentals

The Illuminate use the alien technology adopted from the Seraphim to great potential, flexing their great knowledge of quantum technology to great heights.

Urchinow Experimental Assault Block
The Urchinow may resemble a large sea shell, but is known to be a very powerful offensive unit. Possessing incredible fire-power in groups of three or more, Urchinows can be force to be reckoned with, having the capability of taking down an entire base on their own.

Wilfindja Experimental Sea Hunter
Lacking the use of a navy, the Illuminate make up for this loss with the use of the Wilfindja. This sea hunter is attacks its enemies with a series of drones, to quickly defeat even a sumerged naval unit with the advantage of firing at all angles against the ship.

Airnomo Experimental Air Defense
The Airnomo utilizes quick flying projectiles to tear apart any incoming enemy air force. Though it does have Anti-Ground weapons, it moves quite slowly and these 'arm cannons' are highly in-effective, so it is recommended you don't send it in alone.

Space Temple Experimental Teleporter
The Space Temple shows-off the Illuminates tenacity towards using teleporting technology. It can transport a massive land force across the map in no-time, but it's a two-way teleporter, so your enemy can use it to send a force right back at you.

Pulinsmash Experimental Mobile Unit Magnet
The Pulinsmash uses tremendous experimental technology to great effectiveness, harnessing the ability to generate a magnetic field to suck in two enemy units and smash them together. It can suck in both ground units and air units, but it cannot suck in experimentals. Due to its situational usefulness, many people avoid building this unit altogether. However, many people fail to consider the fact that against non-experimental aircraft these units are the best anti-air in the game, with a much better range then the Airnomo and more firepower in the late game since it ignores shields and health completely, instantly destroying the unit. This makes it an amazing late game counter to things like gunship spam.

Universal Colossus Experimental Assault Bot
The Universal Colossus in the successor to the Galactic Colossus of the first Supreme Commander . The massive assault bot still uses its predecessor's ability to suck in units with its 'globular grippers', but now has the ability to shoot the debris of units back at the opponent, and when combined with its central 'eye' beam, is a devastating force. The Colossus has one of the largest health reserves of any units or structures in the game, second only to the Cybran Monkeylord Experimental Spiderbot, wielding a massive 67,500 health points!

Loyalty Gun Experimental Conversion Ray
The Loyalty Gun uses the very effective capturing ability built with an engineer and ACU to new heights. This stand-alone long-range conversion ray, can capture units and structures from great distances, and can even capture Experimental Land units.feromegoero,tor,rtyyul;ktssettrhetttys

Darkenoid Experimental Giant Saucer
The successor to the Czar, the Darkenoid is an enemy base's greatest nightmare. When active, it fires both multiple light lasers, heavy bombs and the characteristic weapon of the Czar, the quantum beam. And when destroyed it still deals enormous damage. 1,000 tons of falling wreckage isn't anything to sneeze at.


Sooprizer Experimental Gunship
This giant gunship is the illuminate version of the soul ripper. The sooprizer is a powerful gunship, and a major experimental of the illuminate. It has considerably less frepower than the soul ripper, but compensates by having many more HP. It will beat the soul ripper in a 1on1 fight though. 10 sooprizers (are overkill) will thrash ANY base they come up against ( with the exception of a hard AI base, and my base.) Plus when the sooprizers die, they do a lot of damage, so even if the attack fails, a large portion of the opponents base will die.

Cybran Experimentals

Dr. Brackman has created some of the finest experimentals the game has seen, and is known for their great battlefield effectiveness.

Megalith II Experimental Megabot
The Megalith II is the next model from Supreme Commander 1's original Megalith, and combines its firepower with Supreme Commander 1's Monkeylord's lasers. It is the spearhead for Cybran land force, being researched early in the tech tree so quick and easy access.

Giant Transport Experimental Air Transport
The Giant Transport is the Cybran's equivalent to the UEF's Star King, having the same ability of transporting Experimental units over the battlefield, but with greater speed and more powerful Anti-Air, so it could go without that big of an escort.

Proto-Brain Complex Experimental Research Facility
The Proto-Brain Complex is a 'homage' to Dr. Brackman himself, apply his antic's of research on the battlefield, to greatly increase research development. It also has a stand-alone Proto-brain air unit, which is effective at defending it.

Kraken Experimental Giant Submarine
As the name implies the Kraken resembles the great mythological creature, and it is just as fearsome on the battlefield. It wields eight mighty tentacles, capable of engaging all forms of enemy targets. Pros: Can engage any unit that it can reach, high health; Cons: Weak weapon, limited to sea.

Magnetron Experimental Unit Magnet
The Magnetron uses similar quantum technology to that of the Pulinsmash, but to more defensive capabilities. It can be either set to pulling in units from fair distances away, or to push away invading land units for defense.

Bomb Bouncer Experimental Reflector Shield
The Bomb Bouncer is the Cybran's main way of securing Anti-Air defense, harnessing the power of 'bouncing bombs' launch at its massive reflector shield. It also has the power to unleash a devastating 'megablast' capable of destroying land and air units within its radius. Bomb bouncers are a great gunship counter, and their overcharge one-shots any units except experimentals and ACU's.

Cybranasaurus Rex Experimental Lizardbot
The Cybranasaurus Rex is the Cybran's major offensive experimental unit, but unlike the King Kriptor or Universal Colossus, it is down and low and can get up-close and personal to an enemy ACU. Though it is smaller than then the other major offensive experimentals, it doesn't lack any fire-power whatsoever. On another note, Cybranasaurus Rexes more firepower and more health than the other major experimentals, so they are a good unit to drop into an enemy's base where it stomps around crushing buildings until it is blown up. This is a very powerful assault unit. It is a building destroyer. Drop it in when you can.

Soul Ripper II Experimental Gunship
Arguably the most effective offensive unit in the game, the Soul Ripper II matches its predecessor's fire-power to great potential. With the ability of engaging land, naval and air units, groups of these devastating units is quite an incredible force indeed.




Edited By Troy on 1388679732
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Post by Troy »

Shit, the Monkeylord isn't on this list, which means it doesn't include the DLC units. Oh well.
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Post by GORDON »

Gonna have to start skirmishing in my free time so i no longer need to waste time pondering upgrades and units and shit.
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