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Re:In defense of hard counters in real time strategy games by s5300 on Tuesday July 27, 2021 @02:37PM (#27975888)
To my knowledge, Supreme Commanders Forged Alliance Forever (FAF) community has been updating the game and has a fairly active community. It seems to be in a fairly good state, wish I was in the position in life to be able to relax and dump some hours into playing it. Was always a fun game.
Re:In defense of hard counters in real time strategy games by tobyhinloopen on Tuesday July 27, 2021 @02:40PM (#27975928)
FaF is great and basically the most modern RTS I regularly play. (Using FAF Forever or something) but technically it’s a buggy and slow mess that performs bad.
Re:In defense of hard counters in real time strategy games by askesisdev on Tuesday July 27, 2021 @03:19PM (#27976387)
I was in the top20 worldwide ranking of the original Supreme Commander when I was a teenager, never got over the changes they did to the economy and gameplay on FA. The performance of the original was even worse, you had to apply a patch to get multithreading.

Found an SQL Injection too, reported it and got a license for Supreme Commander 2 as a bounty. That game was way worse than the original, too simplified but I guess it was the logical path as people complained about SupCom's difficulty/complexity.

Re:In defense of hard counters in real time strategy games by javajosh on Tuesday July 27, 2021 @04:32PM (#27977231)
I found the SupCom 1 controls uncomfortable in the first 20 minutes of the tutorial, and chose not to continue. Life is too short to finish bad books or punishing games; however for me SupCom 2 was a huge ergonomic improvement and if not for that game I wouldn't be playing the series at all.
Re:In defense of hard counters in real time strategy games by lmm on Tuesday July 27, 2021 @09:05PM (#27979346)
What was wrong with them? I found SupCom had some of the best controls in gaming; strategic zoom was a real game-changer (although many games have it now). I guess left- vs right-click for RTS is a big divisive one, but it doesn't take so long to get used to and there's nothing objective about which way is better.
Re:In defense of hard counters in real time strategy games by antifa on Wednesday July 28, 2021 @07:57AM (#27982765)
>(although many games have it now).

IME very few games have a strategic view, or let you zoom out at all, what other games are doing this?

Re:In defense of hard counters in real time strategy games by askesisdev on Tuesday July 27, 2021 @08:27PM (#27979164)
That's something I didn't notice but I understand. As an Emacs user that had to end up using Vim mode (evil) due to such concerns.

As I said, spent a lot of effort getting good at SupCom and didn't feel like learning everything again for the expansion.. For me a perfect SupCom would be a SupCom 1 with better performance and graphics. Prefer games that are focused on economics and construction than rushing and getting some land resources, which was the focus in SupCom FA and I guess is better for most people. SupCom 2 I played like 5 hours so I don't even remember much other than I didn't like it.

Haven't played any games, other than VR, in years but I will install SupCom and play a few hours for the memories..

Re:In defense of hard counters in real time strategy games by XorNot on Tuesday July 27, 2021 @11:48PM (#27980071)
There's a group of FAF dev's who are making a SupCom successor called "Ashes of the Singularity", and there express goal is basically to make a SupCom that's multithreaded with an efficient network model (Gyle did a cast to introduce it).
Re:In defense of hard counters in real time strategy games by s5300 on Tuesday July 27, 2021 @09:46PM (#27979562)
Haha. I completely forgot there was actual SupCom 2 and not straight to FA... yeah, it was bad.

In 2017 I overheard my physics TA who was like 6 years older than me mention SupCom to another TA during a lab. Was so weird to hear somebody mention it in the wild. I talked to him about it a bit, he ended up whizzing me straight thru all the labs the rest of the semester.

Re:In defense of hard counters in real time strategy games by tobyhinloopen on Wednesday July 28, 2021 @09:51AM (#27983723)
Supreme Commander 2? I don’t recall that release, but there’s a black hole in my memory about some great disapointment
Re:In defense of hard counters in real time strategy games by s5300 on Tuesday July 27, 2021 @08:24PM (#27979148)
I was under the impression that with all they'd done to FaF performance was now mostly dependent on the least common denominator of whoever you're playing with's hardware (outside of a full game of setons with close to max units each or something) but I haven't actually checked in quite some time now. Sucks if it still does become a slow mess fairly quickly into a game.
Re:In defense of hard counters in real time strategy games by theandrewbailey on Tuesday July 27, 2021 @03:16PM (#27976358)