Revamp Expansion Mod (RVE) The Ultimate Supreme Commander 2 Experience (New Scale, New Units, New Ability's, New Game)

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Media RSS Feed Report media 1.05 VS 1.2a Movement Speeds
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Rtys8
Rtys8 Mar 11 2013, 11:07am says:

It's actually called traverse speeds,not turn rates.

But why is everything..........slower?

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OverRated
OverRated Mar 11 2013, 11:11am replied:

Actually I'm going by Blueprint Specs which is TurnRate, These are the new speeds in 1.2a which have been reduced where 1.05 where left at default.

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Rtys8
Rtys8 Mar 11 2013, 11:12am replied:

Uh,then doesn't that mean the bigger units would turn REAL slow?

+1 vote     reply to comment
OverRated
OverRated Mar 11 2013, 11:20am replied:

Have you used the balance mod before? XP speeds will be tweaked a bit but wont but much different than in the balance mod.

+1 vote     reply to comment
supcomrocks
supcomrocks Mar 11 2013, 3:24pm replied:

does the balance mod double slow them to account for the reduced speed of standard units? or will they remain the same as the previous incarnation of the balance mod?

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OverRated
OverRated Mar 12 2013, 3:47am replied:

There slowed by 60%

+1 vote     reply to comment
drillz007
drillz007 Mar 24 2013, 2:55pm replied:

ooohhh mmmyyy gggoooddd ttthhhaaattt iiisss slow!
no beifit right their but why do the teir 1 eng move slow than a teir 3 tank?

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gijt5
gijt5 Mar 11 2013, 2:30pm says:

i don't know about this one. when you play long battles against the ai the game always slows down. with these new speeds and turn rates watching your army march on at unbearable speeds could be, frustrating to say the least

+2 votes     reply to comment
OverRated
OverRated Mar 12 2013, 3:49am replied:

Yer I understand that that's where the research tree come into play with speed buffs but the turn rates will remain the same.

+1 vote     reply to comment
The-Light
The-Light Mar 12 2013, 11:05am replied:

I usually have the game slowing down issue on SupCom 1 and FA(due to using just one CPU core), can't remember to have had it that notably on SupCom 2 (my CPU = dual core AMD 1.9-2.5 ghz)

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OverRated
OverRated Mar 13 2013, 7:08am replied:

The sim can only run on one core that's why the slow downs happen the higher your CPU is clocked the better, but the improvement to the SC2 engine was that things like sounds and other game elements were able to run using multi core technology also because AMD CPU are weaker than Intel i would recommend ether a I5 or I7 CPU for the best performance.

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IPS
IPS Mar 11 2013, 2:38pm says:

hm, the old speeds where a little fast, but the new ones are to slow
I would say something inbetween would be perfect (at least for smaller units and commanders, the exp seems about right)

+3 votes     reply to comment
Avitus12
Avitus12 Mar 13 2013, 5:07am replied:

nope slower is better

+2 votes     reply to comment
Igncom1
Igncom1 Mar 11 2013, 8:15pm says:

Everything feels a lot heavier and stronger.

That's good!

Was the speed meant to promote using transports?

+3 votes     reply to comment
Avitus12
Avitus12 Mar 13 2013, 5:08am replied:

exactly there will be a good insensitive to use transports now :)

+1 vote     reply to comment
leosake
leosake Mar 13 2013, 2:49pm replied:

Accidental downvote :S
Damn mouse! :P

+1 vote     reply to comment
Avitus12
Avitus12 Mar 14 2013, 2:46am replied:

HAHA
I will remember this -_-

+1 vote     reply to comment
OverRated
OverRated Mar 14 2013, 8:11pm replied:

Fixed haha

+2 votes     reply to comment
[UEF]SubZero
[UEF]SubZero Mar 11 2013, 11:05pm says:

Hope the units are buffed and those Prototype Defense Stations are nerfed a bit. Those things shredded through XP's even if i had like 5 with 1 shield...making games usually last a couple hours. The AI also seem to make a TON of shields with those Prototypes so I literally have to rush every game..

By The Way...What XP Units Are In The Alpha?

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OverRated
OverRated Mar 12 2013, 3:52am replied:

Just forgot about 1.05 nothing from it applys to 1.2, a unit list will be up soonish.

+2 votes     reply to comment
HoT_Ho11oW_PoiNT
HoT_Ho11oW_PoiNT Mar 12 2013, 3:48pm says:

Yes! Now the units actually perform like they are made of many tonnes of armour.

I was not entirely sure from the other thread if you also intend to implement changes to projectile speeds (muzzlevelocity)?

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OverRated
OverRated Mar 13 2013, 7:15am replied:

Yep Projectile speeds will be changed also, We will be doing this along with the balancing, We plan to work in different speeds for each unit like most T1 units will have a higher firing rate than T2 or T3 units but will do less damage, Like you said balancing the amount of unit is going to be hard but we have heaps of time to do reversions, Also we dont mind other modders making there own balance mods for RVE once we are done.

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Description

I thought i would post this to clear a few things up about 1.2a movement speeds and turn rates.

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Entertainment
Date
Mar 11th, 2013
Length
02:52
Filename
Movement_Speeds.mp4
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