Revamp Expansion Mod (RVE) A Supreme Commander 2 Complete Overhaul / Total Conversion Mod

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Unit costs... (Games : Supreme Commander 2 : Mods : Revamp Expansion Mod (RVE) : Forum : Mod Ideas and Concepts : Unit costs...) Locked
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Feb 7 2011 Anchor

This is kind of a complaint / suggestion, but I think that some of the unit costs are too high. I find it hard to have a fast-paced game when all of the experimentals cost so much. Mostly the Monkeylord, if you catch my drift:). Anyway, I understand that they are supposed to cost alot of money, but sometimes it seems like they cost too much. And one thing, I don't know, maybe I just suck at the game, but I will never, ever get enough resources to build that Illuminate resource generator. Seriously, is that even worth adding to the game if it costs what it does at the moment?

Thanks for opening this forum. Hope it helps.

Feb 7 2011 Anchor

The higher costing experimentals are end game units i understand not every one has a I7 and plays at 4x game speed like me and my friends do, Thats why i have spent the time changing all the balacing changes for units costs, health, build time and damage into a stand alone mod, So the next release you will be able to play with the normal sc2 unit stats if you wish, Because i know people using dual cores there game speed can drop below -4 so a 5min experimental can take 25 minutes to build, More balance mods will come out after the final release. The resource generator i have build a few times normally after a hour of game play after you unlock the classic tech and build a few t3 power gen and a more than a few mass converters you can easily afford it, but i never ment it to be a big part of the game like it was in fa.

Edited by: OverRated

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