![]() ![]() There are no tricky units, just combat units. Of a future based game I also expect more than shields, lasers and stealth. I find it funny how tooltips exist in so many games and in most of them they lack the relevant information, which is also the case here. If something blows up on it's death there's no info about the explosion's range(s) and damage value(s). There's no adjacency bonus for any structure - neither granted nor received and by which amount. Range indicators for ACU / SACU sometimes exist for optional upgrades opposed to only once these upgrades have actually been installed. ![]() The construction bar of a unit conflicts with another, like when an UEF Cmdr constructs a missile within his ACU while supporting any construction - the single progress bar in the UI is responsible for displaying two things happening at the same time, constantly flickering with value from project A and B because they didn't design the UI properly. ![]() Neither how much an assisting unit adds to any of this or a shield's recharge rate and at which cost (currently / max possible value). There's no info how long it takes or how much mass & energy it costs to construct any missile in total in the game's UI. That'd still not fix engineers driving by or gathering excess resources, them not updating their construction or movement orders properly etc. So it's not even a battle of few big & mighty vs many tiny and less powerful as that concept is ruined by the population system the game uses and buried by the veterancy system the game uses.Īll engineering units would need a UI option that enables the player to restrict individual units from certain tasks so that they for sure won't start to do something they were never supposed to do. So even if you'd try to overwhelm an enemy by spamming T1 units from 80 T3 factories nonstop they'd achieve nothing, no matter in which composition because you could only get as many Tier 1 units as the other player could get Tier 1, Tier 2, Tier 3 and experimental units combined. They don't work in the late game as a single Tier 1 unit costs as much population as a Tier 3 or experimental unit.Īnd they don't work because the experience system favors kills and survival and doesn't allow level-ups based on damage dealt but is entirely kill-based. It just happens silently and then you wonder why relevant units aren't with the others where they should be and then everything gets annihilated because unit compositions and combat strength weren't as they were supposed to be.Īnother big issue I have with the game are the advertised mass battles: The engineer AI and the general unit pathfinding is pretty bad, so that micro-management is not a choice but necessary, not only to force the unit to actually do what it should do opposed to something unintended but also to do it efficiently.įor a strategy game it's a no-go to have such a poor pathfinding that units repeatedly get stuck - and there's not even a warning sound or info ping about that. The game could have list views for units that need repairs, what's being built, what's currently draining the economy by how much etc. Other games, such as Empire Earth or Age of Empires 2 had unit stances and formation selection far earlier because that was helpful but Supreme Commander wants more micro-management instead.Ĭ&C Generals had a super weapon sidebar, which would be helpful for Supreme Commander nukes - or some other helpful UI feature. Originally posted by Hollow: Stances would be nice i guess but you could also just micro your unitsThat's the game's only answer to all it's flaws: More micro-management. ![]()
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