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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.