MonkeyLord: Cybranzilla remixed and/or replaced.
Aegis: A bunch of shields stuck together.
Triton: Kinda new but I can honestly say that I have never though to myself: UEF need more late game naval superiority. What can this do that a bunch of battleships can't?
Jackhammer: A less mobile Fatboy. I mean come on the other teams lack anything like this but they give it to UEF....
F.Engie: Cool, but not really a game changer. If it's fast enough to keep up with land units it would add a nice twist. Hopefully doesn't suffer from weird control issues like the Cybran engie.
R.Converter: Meh
Sooprizoor: Darkenoid remixed and/or replaced.
Illuminator: Just get radar.
Shotja: Potential game changing unit. The only unit I really like.
Recycler: Meh
Cicada: Original but not in a good way. I drastically prefer the cloak and stealth system in FA. Seems like a cheap unstrategic ripoff. However it could be useful.
Air Scout: Useful but hardly game changing, you can just scout with fighters.
Boomerang: Inherently useless against anyone but newbs on 20 min no rush maps.
This DLC seems much more geared towards sandboxers then competitive players. Only the Shotja would really impact ranked all that much. Just don't see the point of most the other units.... If I bought the DLC it would basically be just for Shotjas and maps. I am disappointed GPG didn't spend their time on better units that would actually change the game.
I'm I wrong here or what? Could you please share your experiences with the DLC.|||DsRaider|||The DLC is pretty decent imo, well worth the asking price just for all the extra maps.
Some of the new units are pretty cool as well, just reading the descriptions doesn't really do it justice.|||Yes, I totally love the DLC...
The new maps are awesome and a really nice addition to the already existing ones.
The maps only are worth the price...
Some units are OP, ok, but if someone is able to get a ML out, you lost anyways.
Some units will be used only in rare situations but are fun as hell, I personally totally like the Bubbledow...
Oh and some of the new upgrades in the research tree for regular units are quite nice as well.
Just a few thoughts... :)|||I liked the DLC, albeit I hope we get units that can be used outside of turtlefest/sandbox in the next DLC (if there is one).|||I really like the Recycler. No need to set engis on patrol, and it helps Cybran turtle even moar.|||The DLC is worth it for the maps alone. I enjoy the other stuff too, but the maps are excellent.|||I'd be willing to be the Jack hammer ended up UEF becuase thier inspiration for it was also a UEF unit.|||Quote:|||OrangeKnight|||Because it shoots a shell?
Also, mike, do you always type "Mike" at the end of your posts? You know that's what the signature part for is, right?|||OrangeKnight|||-The-Baron-|||I think thats good style,
most of my posts I also add
EdWood ^^|||You stay classy San Diego.
~RPhilMan1|||Best part of the DLC was the extra maps, worth the money alone. I'm a Cybran fan, and a turtle, so I love the Recycler. And having used the ML to take a base out on it's own, I'm now a big fan of it as well!
I'd like more maps like Corvena Chasm as well, great for aerial warfare games.. And maybe some more naval oriented maps as well.|||DK63|||I mostly agree with the OP.
I bought the DLC, but mostly for the maps. I also thought the Sooprizer's new model looked cool, and the Jackhammer reminded me of the T3 arty from the original game, which I missed.
And now I'll rant..
..Without the new maps, I'd feel like SupCom2 was an incomplete game.. (both because the core game's map selection is too small and because the core game's map selection is a bit boring, with a serious excess of cramped arena maps with narrow hallway/platforms/passages).
But in some ways I actually think the DLC made the game worse.
I just don't like (and/or can't understand) the overall strategic design philosophy behind SupCom2..
And I'm baffled that they chose to add new units that (mostly) don't change the broader strategy and tactics in the game. The Sooprizer really fits the exact same role as the Darkenoid. It would make some sense if the Sooprizer had a single powerful cannon and longer range.. (more like the AC-1000 *should* be), or if they made it especially fast or geared towards AA or anything else that might be unique.
But instead they gave it multiple cannons so it can spam ridiculously exaggerated balls of shiny FX with a broad AoE, like (almost) every other experimental unit in the game... and it does it at nearly point-blank range so it has to hover almost on top of its targets, just like the Darkenoid. Granted, it's a little bit more focused in its DPS (since the Darkenoid is so spread out with its bombs and lasers), but it's far too small of a difference imo.
The Trident is just a dumb unit. Period. It looks dumb when it fires (that's just too much flame..) It has stupidly short range. The UEF already have the only dedicated anti-naval unit, and the best naval AA unit, and the two best naval-to-shore bombardment units, and the Poseidon already had an edge over the Illuminate and Cybran in surface combat.. So wtf did they add the Trident for?
Even the new research just serves to water-down the already minor strategic depth (i.e., cost vs. benefit trade offs) of the game.
At first I thought the new ship transport research for the UEF seemed nice. It sure helps when you want to shift your naval power to the opposite side of Seton's or Iskellian.. The same is true for the Cybran jump jets.. It's a fun little unit gimmick, but both abilities just serve to make things easier for the people using those units. I'd prefer that my strategic decisions had hefty consequences, and choosing to go naval meant that you were limited in some major ways. Instead of adding new research that added new dimensions to the game's broader strategic balance, they added new abilities that removed some of the disadvantages of certain unit types, further eroding the differences (and thus the strategic importance) of your choices to invest in type A or type B.
It's just like the AA guns on land units and a hundred other things I dislike about the game's balance..
I'd prefer units with fewer weapon types (per unit) and larger, more discrete differences between them.
PS: Yes I left out the Cicada. Yes it qualifies as a new mechanic that adds new strategic depth.. but.. well it's still a lesser version of the intel/counter-intel dynamics from the first game.
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