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Agree or disagree?
Agree. 85%  85%  [ 11 ]
Disagree (please post why). 15%  15%  [ 2 ]
Total votes : 13
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 PostPosted: 28 Dec, 2011 
 
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Hey, I'm quite a big fan of the SupCom games. Played SupCom: FA as well as this supcom. Something I noticed in switching from FA to SupCom2 was the the experimentals are a lot cheaper, faster to build, and in general a lot easier to get (wikipedia says so too), and I really dislike that. What got me hooked on the series was the idea of huge, massive, deathbots that took lots of recources and time to acquire, walking across the battlefield leaving only remains of enemies they have annihilated. Whenever I played FA and saw an experimental being made/approaching I would always panic to some degree and try desperately to stop it; and whenever I was making experimentals of my own, I'd make sure it was adequately defended whilst I was constructing it and that I had an economy that could support me making it. Then when it was done, I'd always make sure it had lots of support units, AA, AG, etc, when I sent it to the enemy base. However, in SupCom2, it's more than easy to destroy and mass produce experimentals. Mass producing experimentals in FA was almost unheard of, unless of course the player had complete map control. But in SupCom2, experimentals are both cheap, fast to produce, and easy to kill.

So my request for future SupCom games is that the experimentals are the feared and "rare" units they were back in FA. Also, don't have those experimental factories either. Go back to the engineers making them.

Thanks for reading!

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 PostPosted: 10 Jan, 2012 
 

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I agree completely. In Sup com 1 when I found an experimental I was like:

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In Sup Com 2 when I see an experimental I am like:

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The #1 thing that differentiates your game is the experimentals. You just made your experimentals a joke. However If you made "Advanced" units such as the Megalith II it wouldn't be so bad, but experimentals need to be HUGE, EXPENSIVE, and make your enemy CRAP themselves.


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 PostPosted: 11 Jan, 2012 
 
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They don't "need" to be that. You personally want them to be that (as do many others of course).


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 PostPosted: 11 Jan, 2012 
 
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Why not just make a Merge mod for SC2 to make the Experimentals deadly again?


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 PostPosted: 11 Jan, 2012 
 
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Massive uber-units are always fun to use, but they are very bad for a diverse, well-balanced game. That's why FA is full of 20-min no rush, no nukes, no air, no etc. games. Their power has to be balanced somehow, and in the SupCom paradigm, that can only be done through cost. Enormous cost makes experimentals not cost-effective, which reduces their use to only massive games or 20m NR, NN, NA games. For ranked balance purposes, experimentals might as well not exist in FA.

If you want to play to see epic units smashing through enemy lines, then yes, massively powerful and expensive experimentals are good. But if you focus on competitive balance, then those units are bad.

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 PostPosted: 28 Jan, 2012 
 
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Spooky wrote:
They don't "need" to be that. You personally want them to be that (as do many others of course).


Correction, in my opinion, they need to be buffed. And yes, I feel they need, so you could say I also want them to be so.

X-Cubed wrote:
Massive uber-units are always fun to use, but they are very bad for a diverse, well-balanced game. That's why FA is full of 20-min no rush, no nukes, no air, no etc. games. Their power has to be balanced somehow, and in the SupCom paradigm, that can only be done through cost. Enormous cost makes experimentals not cost-effective, which reduces their use to only massive games or 20m NR, NN, NA games. For ranked balance purposes, experimentals might as well not exist in FA.

If you want to play to see epic units smashing through enemy lines, then yes, massively powerful and expensive experimentals are good. But if you focus on competitive balance, then those units are bad.


Not too sure why experimentals would affect whether or not the game would be limited to no air, no navy, etc. And so what if FA was full of 20-min no rush? If that's how the player wants to play, then let them. It gives them the option to get the rewarding feeling of creating an experimental, whilst in SupCom2, one would never feel satisfied. I agree that they need to be balanced, as do any other unit, but I don't want to see them nerfed. Only buffed. A lot if you start from SupCom2 experimentals. The fact that they are used only in late game is good. It makes sense. It wouldn't make much sense to have the ability to make huge death bots at the beginning of game, and therefore it is fun to have a race with your opponent of whom can get experimental tech first, while still trying to cripple each other with small attacks on their extractors or even their base. You talk of competitive play. I don't have so much knowledge of this subject, but to my knowledge, SupCom is not a very competitive game. At least no where near the competitiveness of games like Starcraft II. I'd say that most people who play SupCom were attracted to the series because of the experimentals (myself included), and enjoy the game because of them too (myself included). I say leave the competitiveness to other games and try to satisfy the thirst for fun in this series.

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 PostPosted: 22 Apr, 2012 
 

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100% agree wth OP.


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 PostPosted: 23 Apr, 2012 
 

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I think that ALL units should be experimentals.
Experimentals are really cool.

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Regarding Supcom 2:
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and wtf, now i have to upgrade everything BUT mexes? great ...


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 PostPosted: 23 Apr, 2012 
 

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Stin wrote:
I think that ALL units should be experimentals.
Experimentals are really cool.

If they're all experimental, then being experimental isn't something speci...

I see what you did there.

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Nephylim wrote:
But, an FA army in an FA environment just looks... right.
help wrote:
Does anyone know how to use air transports? I cant get them to pick up troops.


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 PostPosted: 23 Apr, 2012 
 
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Experimentals are too strong, they need a nerf.

k-k-k-kombobreaker


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 PostPosted: 23 Apr, 2012 
 
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I think I may be alone in preferring SupCom2 experimentals over FA. In FA, they had to be cost-prohibitive, and thus useless (as in Fatboy, GC, Ythotha) or not, and too strong (Monkeylord). In SupCom2, they are strong, but counterable, being almost more like FA tier 3 than FA experimentals.

Of course, I only feel this way because I really only ever played 1v1 in both games, so the things I said are only true in a high-level 1v1 setting.

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 PostPosted: 23 Apr, 2012 
 
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splattedone wrote:
I think I may be alone in preferring SupCom2 experimentals over FA. In FA, they had to be cost-prohibitive, and thus useless (as in Fatboy, GC, Ythotha) or not, and too strong (Monkeylord). In SupCom2, they are strong, but counterable, being almost more like FA tier 3 than FA experimentals.

Of course, I only feel this way because I really only ever played 1v1 in both games, so the things I said are only true in a high-level 1v1 setting.


Did you not read my post? I meant it.


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 PostPosted: 23 Apr, 2012 
 
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Nephylim wrote:
splattedone wrote:
I think I may be alone in preferring SupCom2 experimentals over FA. In FA, they had to be cost-prohibitive, and thus useless (as in Fatboy, GC, Ythotha) or not, and too strong (Monkeylord). In SupCom2, they are strong, but counterable, being almost more like FA tier 3 than FA experimentals.

Of course, I only feel this way because I really only ever played 1v1 in both games, so the things I said are only true in a high-level 1v1 setting.


Did you not read my post? I meant it.

I thought you meant SupCom2 experimentals were too strong (they are, but that's not the point of my post). I wasn't really addressing what you said at all.

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 PostPosted: 24 Apr, 2012 
 
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I think theyre too strong in both games, in different ways. In FA theyre so cost prehibitive that when I'd want to use them, I'd 20NR against AI, and in SC2, minors were exploitable with their stupid high range, and majors were too cost effective, except for the fact that minors just killed them from range.


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 PostPosted: 25 Apr, 2012 
 
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Im suprized no one brought up the fact the monkeylord in the DLC actually does feel a lot like it did in FA. Its slow to build, expensive and it just walks through everything in the game super easy. The UEF jackhammer is also experimental worthy. Aeon does not have anything that is good, but screw aeon.


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