On the opposite side of the ravine, Rich's Colossi are trudging into the Space Temple: a giant spire that can teleport any unit extraordinary distances across the map. Soon we're holding back the hordes reliably enough for me to get my commander down there, and start putting up artillery to pressure the AI's forward base, built in the remnants of Jaz's. Its giant laser pops them like bubblewrap, so fast he could write his name in their ranks if his name was a bit shorter than 'Monkeylord'. This is how you want to try out a unit: against a swarming field of tanks. The Megaliths themselves are doing their best with their long-range lasers, but he's losing buildings now. Tom Senior is in trouble – tanks, missile launchers and mobile artillery are swarming his Megalith outpost. They're not scouting the enemy and then mechanically building the counter to whatever they see – it's much more about personal preference and the way you like to fight. So you have this huge map with every player working towards their own masterpiece of base construction and unit composition. Rich just likes one unit so much he's going to build it forever. To Graham, never leaving his base seems natural. To me, making big land units and lots of little shield generators seems like the obvious way to play. This is why I particularly love Supreme Commander 2 in co-op. It's also the toughest unit SupCom 2 has ever seen, and the idea of one of those surrounded by Adaptor shields makes me giddy. It's a laser death hose on spider legs, and it's the size of a city block. Converting energy to mass is inefficient, as Einstein pointed out, but it means avoiding the risk of expanding.įrom the moment the game starts, everything I do is geared towards building a Monkeylord as soon as humanly possible. Meanwhile, Graham is building enough energy generators – in a perfect grid – that he'll never need to leave his base. Rich himself gets to work on Colossi: vast bipedal deathbots that fire white-hot lasers from their faces. Tim stomps his commander down to Rich's base and hides among the power generators, using his remaining mass to build artillery. They often assign low priority to finishing you off: once they're sure you can't win, they won't risk damaging their units more than they have to by attacking your last defensive positions. Tim takes heavy damage too, but isn't quite eliminated: the AI smash through his base, but leave a few buildings standing and just move on, down towards Graham. He's out, and Tom Senior is next in line. I don't have time to check up on how that works out, but pretty soon Jaz's commander goes nuclear and his whole base is levelled, so I'm guessing not well. Jaz builds waddling Harvog assault bots, loads them into large transports, then uses the new Illuminate air teleport ability to zap them directly into the enemy base. They're closest to the AIs, and the onslaught is tough to defend. The game starts, and within a few minutes Tim and Jaz are under attack. And Jaz, who makes land units then ferries them about in air transports. Tom Senior, who likes to spread his base out and make outposts. Me, a Cybran obsessed with making my experimentals invincible with hundreds of mobile shields. Graham, who builds meticulously neat, self-sufficient bases, then masses artillery and planes. Rich, who plays Illuminate and likes to teleport giant humanoid robots across the map. Below them, clockwise around the dust bowl, we have: Tim, who doesn't play much SupCom but has joined in to try the DLC. They produce resources 200% faster than us, their units build twice as fast, and they level up in combat at a ridiculous rate. Even if it wasnt such a major step down from Fa, i still wouldnt be able to play it with this eco system.At the top of the map, we have the two Cheating AIs. I can live with the different artstyle (i kinda like some of the visual changes, specially some for the Cybran) and the different feel the game has, but the weird eco keeps me from enjoying the game. I think thats because the way you spend stuff is pretty much like Starcraft 1, where your resources are immediately taken from the bank when something starts building, but the thing is that theres no "not enough mass" line or something similar, so if youre not careful you can have your engies just standing around there doing nothing because theres not enough resources to build whataver they were supposed to build, and the game doesnt even tell you that. ![]() Idk if thats because my brain cant comprheend a supcom game without flow economy or if theres something wrong with the game itself: i just cant do it. Every time i play i end up eco locked pretty quickly. Tbh my only big problem with Supcom 2 (and what keeps me form enjoying it) is the economy.
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