Supreme Commander 2 update?

Discussion in 'Unrelated Discussion' started by Raevn, March 16, 2013.

  1. Raevn

    Raevn Moderator Alumni

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    I just loaded up steam and noticed a new update was released for Supreme Commander 2... 3 years after the last one? I thought GPG had no money?

    Supreme Commander 2 Update Released

    Fixes and Improvements:
    - Mass Extractor Veterancy – Securing and protecting mass deposits is now vital to mid-term and long-term gameplay. Base unit cost and base Mass output has been reduced to half of the previous values. Mass Extractors will slowly increase in effectiveness as they accumulate veterancy until at 18 minutes they double their effectiveness.
    - All units built at Land Factories have had their visual scale reduced by 25%.
    - Players are now able to see the health value of enemy units.
    - Fix for veterancy bar not displaying properly.
    - Fix for Illuminate teleport ability overwriting the transport ability.
    - Fix for Air units not receiving their LOS buff after being built.
    - Fix for Pullinsmash ability remaining active when placed in a transport.
    - Fix for some abilities to be activated more than once if activated very quickly.
    - Fix for redirector not redirecting nukes if the launcher was previously destroyed.

    AI:
    - Updated the way the neural networks train. Integrated new neural network dataset.
    - Improved AI’s use of transports
    - Fix for AI bases not realizing their extractor spots were full.
    - AI is now able to build on floating islands and mesas again.
    - Fix for AI trying to expand to areas it cannot reach.
    - Fix for scouting positions that were under water.
    - Scouts will try to avoid defenses more.
    - Fix for AI engineers trying to reclaim something it cannot path to.
    - Fixes for AI microing.
    - Fix for AI determining a platoon's min firing range.
    - Neural platoon code cleanup.
    - Fix for AI not building Aegis.
    - Fix for AI not scouting with land when it has an air factory, but no air units.
    - Changed the way the AI counts the number of air attack units it has.
    - Adjusted when the AI will build a radar in an expansion.
    - Changed the rate at which threat from mobile enemies decays.
    - AI platoons will now take threat into account again.
    - Added ability to adjust AI aggressiveness.

    Networking Improvements:
    - If a player in the lobby does not have a connection to you a red ! will appear as their ping.
    - Adjusted max packet size to use Steam's max packet size.
    - Removed redundant pending connection cleanup.
    - If Steam reports any connection error, other than timeout, we will close the connection and log it. If the reported error is a timeout we log it and ignore it. Networking will handle the timeout at this point.
    - Fix to the connection adaptor when it transitions to a resting state.
    - Ranked matches that desync will now immediately end and be counted as a disconnect.
    - It will now cause the game to desync if a player modifies memory to give them free research items.
    - Army research data is now part of the sim checksum.

    Balance Improvements:
    - Factory experience value increased from 1000 to 1250.
    - Gantry experience value increased from 1250 to 1750.
    - Factory TML upgrade now prioritizes structures over mobile units.

    Cybran
    - Executioner Class movement speed reduced from 5 to 4. Minimum range of 20 added.
    - Magnetron cooldowns increased from 30 to 45 seconds.
    - C-Rex health increased from 51300 to 60000.
    - Intellitron health increased from 1500 to 2000. Cost decreased from 90m/300e to 80m/275e.
    - Loyalist speed increased from 4 to 4.2. Weapon range increased from 17 to 18.
    - Executioner Class RP cost increased from 6 to 7.
    - Kraken RP cost decreased from 12 to 10.
    - Sea Operations cost decreased from 8 to 7.
    - Naval Vision boost increased from 75% to 100%.
    - Structure Sonar RP cost increased from 1 to 2.
    - Intellitron RP cost reduced from 5 to 4.
    - Cobra RP cost reduced from 2 to 1.
    - Power Detonate RP cost increased from 4 to 5.
    - Land Regeneration effectiveness increased from 100% to 125%.
    - Land Health effectiveness increased from 20% to 25%.
    - Overcharge RP cost increased from 9 to 10.
    - Core Dump RP cost decreased from 4 to 2.

    Illuminate
    - Buhbledow build time decreased from 145 to 130. Cost reduced from 800m/2800e to 600m/2100e.
    - Harvog speed increased from 4 to 4.4. Weapon range decreased from 17 to 16. Cost reduced from 44m to 40m.
    - Wilfindja sonar increased from 60 to 150. Vision increased from 28 to 75. Health increased from 8000 to 10000.
    - Sooprizer now has radar stealth.
    - Quantum Floating RP cost reduced from 9 to 8.
    - Electroshock RP cost increased from 6 to 7.
    - Land Damage II RP cost decreased from 7 to 6.
    - Harvog cost decreased from 3 to 2.
    - Wilfindja RP cost decreased from 7 to 6.
    - ACU Range RP cost increased from 3 to 4.
    - Angler Torpedo RP cost increased from 3 to 5.
    - Core Dump RP cost decreased from 5 to 2.
    - Harvog AA upgrade damage increased from 8 to 10.
    - Weedoboth Scorch Bomb damage decreased from 25 to 20. Damage radius decreased from 3.5 to 3.0.

    UEF
    - Jackhammer health reduced from 40000 to 30000.
    - Poseidon movement speed reduced from 5 to 4. Minimum range of 20 added.
    - Mega Fortress cost increased from 1000m/3700e to 1100m/4000e.
    - C-230 Star King Extreme health increased from 10000 to 12500.
    - AC-1000 build time increased from 110 to 130.
    - UEF Land Factory Shield health increased from 6000 to 10000.
    - UEF and Illuminate Mobile AA health increased from 750 to 875.
    - Titan speed increased from 4 to 4.4. Weapon range decreased from 17 to 16. Cost reduced from 42m to 38m.
    - Transport Capacity increased from 10 to 15.
    - Land Build Time reduction increased from -10% to -15%.
    - Bomb Camera Duration RP cost reduced from 2 to 1.
    - Air Heavy Shield RP cost increased from 6 to 7.
    - Land Damage RP cost decreased from 5 to 4.
    - Sharp Shooter RP cost reduction from 3 to 2.
    - Jackhammer RP cost increased from 8 to 10.
    - Combat Engineer RP cost reduced from 3 to 2.
    - King Kriptor RP cost reduced from 11 to 10.
    - Poseidon RP cost increased from 5 to 7.
    - ACU Health RP cost decreased from 3 to 2.
    - ACU Damage RP cost decreased from 4 to 3.
  2. igncom1

    igncom1 Post Master General

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  3. RCIX

    RCIX Member

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    [​IMG]
  4. igncom1

    igncom1 Post Master General

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    rcix that was brilliant!

    Edit: you should check the steam forums where people are discussing the patch!

    Hurray small community niceness!
  5. psychopigeon

    psychopigeon New Member

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    WTF? who are these people? They just decide to patch supcom2 randomly. Everyone's playing supcom2 again now
  6. Polynomial

    Polynomial Moderator Alumni

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    Lol, I was actually just playing the campaign this week.
  7. ledarsi

    ledarsi Post Master General

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    What a silly patch. Mex veterancy? I don't even...
  8. igncom1

    igncom1 Post Master General

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    It is actually ingenious, giving players more resources over time for holding ground.

    I won't even hear it ledarsi, this is the best supcom 2 patch since they allowed us to plan our buildings even if we don't have the resources for them.
  9. kmike13

    kmike13 Member

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    Just gotta wait for the xbox one now....

    (not happening)
  10. igncom1

    igncom1 Post Master General

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    Well Microsoft does charge for updates.

    And supposedly there are more updates to look forward to!
  11. zachb

    zachb Member

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    That's actually a really good idea.
  12. BulletMagnet

    BulletMagnet Post Master General

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    Fabricators still need a nerf... possibly more so now that units cost less.

    Map layout comes into consideration when promoting mex ownership, so without spending a bucketload of time re-making the maps, veterancy sounds like a fairly decent solution.

    Ugh, I can't believe I just something favourable about veterancy (I hates it so so very much).
  13. RCIX

    RCIX Member

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    Well damn, gonna have to play it some more. Guess we know what some of that buy out money went to.
  14. igncom1

    igncom1 Post Master General

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    Gotta give them credit for working with what they have!
  15. ncostes

    ncostes New Member

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    This is awesome. Who is doing this? GPG under world of tanks ownership ?
  16. falcrack

    falcrack Member

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    Played a game yesterday against the AI. I gotta say, it gave a decent challenge.
  17. ledarsi

    ledarsi Post Master General

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    I have no intention of reinstalling. But someone try getting the UEF mex weapon upgrade and using their mexes to destroy their own units to get more resources.
  18. igncom1

    igncom1 Post Master General

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    There won't be much of a point.

    Much like using the same effect for any of supcoms units due to veterancy.
  19. JWest

    JWest Active Member

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    The AI in SupCom 2 is actually pretty damn good. It's always given me a good fight. I don't play much SupCom 2 anymore though, whenever I want my large RTS fix I usually play Forged Alliance. Anxiously awaiting PA to be my new favorite :)
  20. chronobomb

    chronobomb New Member

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    I am glad to see that GPG took the fan feedback in their Wildman kickstarter to heart. There was a reason no one was willing to support them and SupCom 2 was that reason.

    If he is honest about fixing SupCom 2 for the PC crowd he might earn their trust again.

    Also Wargaming is a fan of SupCom and might have told him to fix his stuff and stop treating his fan base like crap. I think SupCom was the reason they acquired GPG. I suspect SupCom 3 has been initiated. The license is for sale.

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