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Re: Supreme Commander 2 Pathfinding Trailer |
Feb 27, 2010, 21:05 |
Lord Tea |
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Darks wrote on Feb 27, 2010, 19:31: I’ve been trying to tell you guy how impressive the new game is, but all I’ve been getting is flack. I know there are shortcomings that the game has and there are some things that you all would like to have. but overall the game does kick butt. This video perfectly displays what I’ve been saying about the new FlowTech engine and how awesomely smooth games are now. Yes even in MP. excuse me?? The proper implementation of a more serious pathfinding algorithm alone does NOT make a game impressive, it takes a lot more IMO.
I've played the demo several times, yes I've noticed the vastly improved pathfinding and I still am all but impressed: You can poop out battleships and experimentals in minute intervals and a couple of standard units will destroy them equally fast.
Basic formations (present in SupCom 1, hold button when setting a waypoint) are completely gone.
Assisted production is basically gone. (Thanks for taking away some flexibility)
Compared to SupCom 1 Fatboys and battleships look like toys - WTF these are supposed to be huge and pack a lot of punch.
If a resource gets limited factory production automatically pauses and must be resumed manually - what a pain.
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