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theres no way in hell philby.... (pg. 2)
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Philby
PPPPFFFFFFFFFFFFFFFFTTTT they won't be cannon fodder with the new codex out next week! ravenwing bikers swarming your lines with en deep striking terminators in turn one biatch :toothless
vman83
HOLY UR A FKN NERD :wtf: :wtf: :wtf: :wtf: :wtf: :wtf: :wtf: :wtf: :wtf: :wtf: :wtf: :wtf: :wtf: :wtf: :wtf: :wtf: :wtf: :wtf: :wtf: :wtf:
vman83
jokes jokes ur a bit of not bad philbzor

u still play 40k ?

i used to have a 5k strong chaos and 5k strong eldar 40k forces back in my days of uber geekdom... i miss being young and nerd like :p
Philby
haha
nah i havent played for years, i never had that much of an army, it was too expensive and i didnt have the time to go to the city to play every weekend. but im getting excited with the new dark angels codex coming out. i probably have around 1000 points or so of dark angels, plus some stuff i bought off ebay and haven't made yet.

slightly back on topic though:

quote:
from gamespot review
And these tactics apply to all of the factions equally, because aside from visual appearance, factions basically mirror each other. This equates to a general lack of personality to each faction, as well as to the game as a whole, which is disappointing because each of the factions has an interesting backstory.



quote:
from ign review
Unlike Company of Heroes' emphasis on highly versatile handfuls of units, Supreme Commander's focus on large-scale combat means the units don't have all that much flexibility. Tanks shell ground units. Artillery attacks from afar. Bombers bomb. Missile launchers launch missiles from long range. At higher levels the units' individual functions start to diversify by more significant amounts, but at lower levels most units are strictly straightforward in their abilities.



what were you saying about no rock-paper-scissors?? :D
Philby
dammit pkc hurry up and get the net at home! i need to see you concede defeat :p
PulseFusion
woot woot! finally got this one... it's a corker... i think it's new pc time though... :)
pkcRAISTLIN
quote:
Originally posted by Philby
what were you saying about no rock-paper-scissors?? :D


philby, please dont parade your ignorance. RPS is a term used to described "hard-balancing" when things are not simulated, like CnC3. so talk to my balls son. the fact that stuff in supcom is simulated makes so much difference on the battlefield its not funny.

you are not strong with the force.
pkcRAISTLIN
from ign (who on gamespot in any case)

quote:

Closing Comments
We haven't seen a strategy game this complex and this finely tuned in quite some time. Gas Powered Games delivers a monster of an RTS, and despite how long it may be before you fully understand its intricacies, it's a surprisingly addictive game. The strategic zoom and base automation are so intuitive and helpful, it makes many other RTS games seem confining and simplistic. For hardcore Total Annihilation fans and strategy gamers is general, this is your opus. If you're a casual strategy fan, you're truly missing out if you pass this one by. Though the single player is flawed, and unit pathing and behavior occasionally runs into problems, Supreme Commander's online is one of the most intense, enjoyable gaming experiences out there.



CnC3 will be a great game but isnt going to add anything to the genre.

you have no idea how a simulation affects gameplay til you try it out. oh noes, but you cant. your pc isnt powerful enough :p
vman83
quote:
Originally posted by pkcRAISTLIN


you have no idea how a simulation affects gameplay til you try it out. oh noes, but you cant. your pc isnt powerful enough :p


all hail the huge nerd :happy2:
Philby
quote:
Originally posted by pkcRAISTLIN
philby, please dont parade your ignorance. RPS is a term used to described "hard-balancing" when things are not simulated, like CnC3. so talk to my balls son. the fact that stuff in supcom is simulated makes so much difference on the battlefield its not funny.

you are not strong with the force.



Shack: In terms of the balance side of gameplay, one thing you've frequently mentioned is that you're not a big fan of the rock/paper/scissors model of balance. Can you speak a bit on the distinctions between the three factions in Supreme Commander, both in gameplay and background?

Chris Taylor: Well, with rock/paper/scissors, you create a unit that very specifically has a weakness against another unit. Imagine in a computer wargame, you wouldn't really create a rock/paper/scissors, you'd create a circle that has twelve components, or ten components or eight components, and you'd say this beats this beats this, until it goes all the way around and the snake eats its own tail. That system means you have to look away from reality, and nothing can be superior just because. In real life, there are things--units and vehicles and equipment--that are completely superior. They have no weakness. There are examples, where if you have the XYZ, it's the best there is and nobody can beat that. And why do you have the XYZ? Because you have superior technology.

The Germans in World War II had all kinds of things that were just superior, hands down, to their Western counterparts. The reason they failed was that they had bad strategies, bad leadership, they were too ambitious. They thought they could do ten times what they could really do. That's what their fault was, but some of the equipment they had was fine. If you were trying to design the game that accurately reflected World War II, you would purposely make the panzer weak to such and such, because you'd say, "Well, it's a rock/paper/scissors game, we have to give the panzer a weakness!" But there were very few weaknesses of that tank, and it would be meaningless to capture those in a game so you'd have to create a meaningful weakness.

Do you know, offhand, what the weakness of the panzer was?

Shack: I can't say I do, off the top of my head.

Chris Taylor: It was called twenty Shermans banging on it at once, okay? [laughs] That's not a weakness! That's Western production superiority, that's what it's called. If you design a game based on rock/paper/scissors, you're stepping away from reality. You've moving away from reality to make something to fit a spreadsheet, and a good design does not belong on a spreadsheet.

hello balls :toothless :haha:

i am not a jedi yet :(

i might try grabbing the demo, i reckon i could run it at low everything, ill give it a go! i remember getting the leaked quake 3 arena test when it came out, got it to start but it exited straight away cause it detected our graphics card was lol

pkcRAISTLIN
quote:
Originally posted by Philby
hello balls :toothless :haha:

i am not a jedi yet :(


good research my young apprentice! :) essentially what it means is that you can have unit X versus unit Y, and the outcome isnt always going to be the same (if everything else is equal), because theres no "instant hit" that all other RTS games employ. so if youre micro-ing your faster units well, the enemy's superior force might get into trouble simply because theyre missing the faster units.

it just makes the battles so much more satisfying when you know youre winning/losing due to the simulation, and not some arbitrary notion of which units should be better than which. and none of this remembering that piercing damage does an extra 25% damage to unarmed units.

quote:
Originally posted by Philby
i might try grabbing the demo, i reckon i could run it at low everything, ill give it a go! i remember getting the leaked quake 3 arena test when it came out, got it to start but it exited straight away cause it detected our graphics card was lol


well, theres a cracked full copy floating around already if you wanna try the whole game. isnt your dad buying a new PC? there you go! ;)
Philby
quote:
Originally posted by pkcRAISTLIN
good research my young apprentice! :) essentially what it means is that you can have unit X versus unit Y, and the outcome isnt always going to be the same (if everything else is equal), because theres no "instant hit" that all other RTS games employ. so if youre micro-ing your faster units well, the enemy's superior force might get into trouble simply because theyre missing the faster units.

it just makes the battles so much more satisfying when you know youre winning/losing due to the simulation, and not some arbitrary notion of which units should be better than which. and none of this remembering that piercing damage does an extra 25% damage to unarmed units.



well, theres a cracked full copy floating around already if you wanna try the whole game. isnt your dad buying a new PC? there you go! ;)


haha nah i dont think we'll be getting the new pc for a while now, too much other going on. i'll scour the hard drive for space, the demo is a gig to download and then needs another 8 gigs lol. our hard drive is 30 gig, shared between the family haha
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