111
Produkter
anmeldt
249
Produkter
på konto

Seneste anmeldelser af Questionable

< 1  2  3  4  5  6 ... 12 >
Viser 31-40 af 111 forekomster
17 personer fandt denne anmeldelse brugbar
76.3 timer registreret i alt (67.8 timer, da anmeldelsen blev skrevet)
SupCom 2 is quite different from SupCom 1, in many ways its a downgrade, maps are generally smaller, there's much fewer units and their roles are much more streamlined. The Research mechanic replaces unit tiers, making basic units stronger and unlocking stronger units at the cost of research points gained through combat & research generating structures.
The economy is also much more like standard RTS like starcraft where there's no storage and units and structures instantly consume their energy/mass costs instead of draining it over time. Things like radar & shields have no energy upkeep and mass converters instantly convert bulk energy into bulk mass very inefficiently rather than a constant conversion.

At the end of the day if you're a huge fan of SupCom 1 its a pretty disappointing sequel, but its not a terrible game. I'd pretty flatly categorize it as being "fine". Its plenty fun, you still get big stompy units though the sense of scale and destruction isn't as high. One thing I like better in SupCom 2 over 1 is that your Commander unit actually stays fairly relevant throughout the game as a combat unit, in SupCom 1 its too easy for Strat Bombers and Experimentals to destroy your Commander in seconds, in SupCom 2 units having generally lower damage and Research boosting the strength of the ACu means you can be pretty ballsy with it as a frontline support unit, especially with the UEF ACU.

Another thing SupCom 2 does is there's a lot more experimentals, to the point where there's experimental factories. In some ways this kind of makes the experimentals feel less special but it makes mass producing them easier, its a land of contrasts all around.

The biggest issue I have with the game is the campaign however, much like the transition from Starcraft 1 to Starcraft 2 the "player character" is no more, instead you're playing in the shoes of predetermined characters in a linear campaign that goes from faction to faction UEF > Illuminate > Cybran. While its disappointing its not the worst, what's much more frustrating is how rather lacklustre the story is. Rather than carry on from the plot threads left over from the end of Forged Alliance, SupCom 2 shrinks the scale of the conflict to a single solar system rather than the galactic conflict and focuses entirely on a microcosm of a handful of random gruff UEF soldiers pulling a Fletcher and going AWOL on the coalition, an Illuminate terrorist cell who thinks the coalition is diluting their religion and some mysterious alien power that's NOT the Seraphim.

The matter of QAI's survival, the Seraphim still lurking beyond the rift, and the matter of the Order of the Illuminate are all completely ignored. Its a servicable campaign but painfully generic after the rather epic scale of the original SupCom and Forged Alliance campaigns..
The highlight is William Gauge who's a kooky cybran antagonist who likes to quote poetry and chat with his opponents. The lowlight is the only returning character from the original SUpCOm being character assassinated.
Skrevet: 2. november 2023.
Fandt du denne anmeldelse brugbar? Ja Nej Sjov Pris
Ingen har vurderet denne anmeldelse som hjælpsom endnu
202.7 timer registreret i alt (84.2 timer, da anmeldelsen blev skrevet)
The quintessential Supreme Commander experience. The Campaign throws you into the deep end because it expects you to have played the base game campaigns but the massive UI and control improvements are well worth it.

If you want to play with other people you're gonna want the Forged Alliance Forever client which keeps this game alive. It also makes a heap of balance changes and quality of life improvements (tier 3 mobile SAM ground units and a "factory HQ" system that means you only need to fully upgrade 1 factory and can immediately build factories at tier 2 & 3 as long as your HQ building is alive for example)
Skrevet: 30. oktober 2023.
Fandt du denne anmeldelse brugbar? Ja Nej Sjov Pris
1 person fandt denne anmeldelse brugbar
45.7 timer registreret i alt
Supreme Commander is an absolute gem of a game, taking the formula of Total Annihilation and scaling it up with 3 distinct factions, 3 tiers of exponentially more powerful buildings and units and massive show stopping super weapons.

Despite this positive review I do have to say, if you just want to play Supreme COmmander, the standalone expansion Forged Alliance is better in every way, a 4th faction, more units, a MUCH better UI and controls, its a real glow up.

However I still think its worth it to get the base game for the 3 faction campaigns which both teach you how to play the game and introduce you to the setting & factions of the SupCom universe. Its by no means high art, its a bit on the cheesy side but I like it, not just the nostalgia talking I just beat it recently and quite liked it :D
Skrevet: 30. oktober 2023.
Fandt du denne anmeldelse brugbar? Ja Nej Sjov Pris
6 personer fandt denne anmeldelse brugbar
27.1 timer registreret i alt
The game is intensely spammy and frenetic with an annoyingly heavy emphasis on early game rushing, which makes the big selling point of the game, the titular "planetary annihilation" and "titans" completely irrelevant, and that's if you're even lucky enough to have more than 1 planet in a map. Galactic war is incredibly lazily tossed together, a series of skirmish battles with some very light "roguelite" elements which mostly amounts to having elements of the roster unavailable to you.
Skrevet: 22. oktober 2023.
Fandt du denne anmeldelse brugbar? Ja Nej Sjov Pris
3 personer fandt denne anmeldelse brugbar
1 person fandt denne anmeldelse sjov
145.7 timer registreret i alt (13.8 timer, da anmeldelsen blev skrevet)
Wishing for a "Maybe" button
After playing more I think I can comfortably give this a No.
This game swings from asleep at the wheel to balls-to-the-wall hard depending on what mission you're on. Is there no boss? You can finish it in your sleep, literally go in with your AC having no weapons and beat it easily. Is there a boss? Now the game is challenging you to the point of being unbearable.

The sheer amount of visual noise in boss fights also make learning what to do about every attack quite frustrating, especially since bosses will regularly overlap attacks if you damage them too quickly or stagger them mid-attack.

Another issue with the learning curve is that you don't gain access to even the most basic tutorial simulations until you've defeated the crushingly oppressive "tutorial" helicopter. A massive gunship that flies in and out of the invisible walls of a cramped arena raining artillery barrages, firing a constant hail of bullets and firing arcing missiles that track you constantly.
Its an absolute nightmare for anyone unfamiliar with Armored Core and blows all the heavily memed on "tutorial bosses" of all of the soulsborne games well out of the water.

The levels are huge and gorgeous but you're constantly hemmed in by holographic borders stopping you from going in many directions, the worse I've seen is an invisible wall stopping you from flying across a gap to a location you're going to end up going in a minute anyway.

The mech customization is neat but your options are very limited for a long time. On top of that you have to navigate in and out of menus to buy and sell whatever you want because you have a limited amount of money but you can sell things for full price, which really means that you don't have a limited amount of money, you have a limited 'inventory' capacity. Its kind of just silly and forces annoying extra menuing for no good reason.

As for the weapons themselves a lot of them are wholly underwhelming to use, or just aren't very good, while other weapons are just flat out good at just about everything. You won't notice this against standard enemies on standard levels (as I mentioned before you could go in entirely unarmed on a non-boss level and punch and kick your way to victory without breaking a sweat) but when up against the vast health pools and brutal barrages of the bosses of the game the shortcomings of most of the arsenal will come into stark view.

For bonus context: I've never played Armored Core before this, my only experience with the From Soft catalogue is the Souls Games, Bloodborne & Elden Ring, all of which I have completed both solo and coop.


Edit: Something I forgot to mention which has become increasingly grating with every mission completed... The stun mechanic. Every time you get hit by any attack a bar that steadily fills up until you are stunned. Avoiding damage is extremely hard, you're constantly taking chip damage, barraged with all manner of attacks, scattershots and explosives. Unless you're extremely skilled you're guaranteed to get stunned at some point, especially when fighting bosses or elite enemies. This stun lasts for a full couple seconds, which in a game as fast paced as AC6 is an agonizingly long time, killing all momentum and taking away all control.
Enemies also have this mechanic but unlike you they have a much greater resistance and seem to recover from any damage done to this bar very quickly, while any done to you the player sticks around for a long time... Its most egregious against bosses where they will regenerate their stun bar almost as fast as you can add to it, seemingly at random.

Its just an extra, unnecessary layer of punishment for getting hit that is heavily weighted against the player.


TL;DR if you're someone with limited funds but especially limited time and aren't super invested in armored core you can safely put your money and time somewhere else. This game is wholly savage and uncompromising in its difficulty and for some that's a selling point but for others its not the point of videogames.

After playing all 3 endings and S ranking about 70% of the missions (not like I could refund the game so I may as well muscle through to the part where it "gets good") I'd like to make some additions to my review.

The game doesn't truly become a game until you hit NG+, where you have almost all the unlocks a mountain of cash and start getting new, more interesting missions and plot threads that you don't get in NG.

A number of the final bosses are a huge pain in the ass but eminently doable, just not very fun. The most fun I had was doing a very aggressive melee build with a rocket fist and a laser spinny thing which would obliterate the majority of enemies with relative ease, granting something of a power fantasy, which while more enjoyable than the stifling grind of the NG playthrough was still not wholly satisfying as the whole ACS load stunlock that the build revolved around kind of just made it a kind of One-Punch-Man sort of vibe, fun at first to obliterate enemies that previously gave me trouble but lost its initial lustre as I repeatedly slammed enemies into pulp with a single blow.

I wasn't particularly tempted to switch out of this build however as the alternative was to plink away at enemies at range with only a handful of weapons that did more than tickle opponents I voted to stick to the quick and easy build (my attempts to shake up the build with my free hand and shoulder slot reinforced this feeling as numerous weapons I thought would be interesting were wholly ineffective).


The endgame bosses are also a total ♥♥♥♥♥♥♥♥ of design in my opinion, constant blinding blasts of ♥♥♥♥♥♥♥♥ filling your screen with epilepsy inducing flashes while you struggle to keep track of whatever the ♥♥♥♥ is going on.
The final boss of the NG++ ending especially left an unpleasant taste in my mouth after beating it as it went from one awful fight design to another and then for its final form, turned into an Elden Ring boss but you have no iframes to roll through the arena spanning AoE attacks.


There is SO MUCH I want to like about this game, zipping around in a cool mech smashing up hapless goons for cash was very fun and satisfying but there's just a handful of extremely obnoxious mechanics that feel incredibly tacked on (Attitude Stability/ACS Load being the crowning king of all awful tacked on game mechanics) and just not enough of the things I had fun with in the game...
Skrevet: 29. august 2023. Sidst redigeret: 11. september 2023.
Fandt du denne anmeldelse brugbar? Ja Nej Sjov Pris
5 personer fandt denne anmeldelse brugbar
1,271.5 timer registreret i alt (876.6 timer, da anmeldelsen blev skrevet)
Thrones of Decay is a fantastic return to form but we mustn't forget or forgive how CA's management tried to hold the game hostage to squeeze extra money out of the playerbase for less. Support the actual devs who've poured their hearts into this game only to get thrown out in layoffs while the incompetent sleazebags who almost ruined the game in the managerial staff get to coast on by in their golden parachutes.
Skrevet: 21. august 2023. Sidst redigeret: 1. maj 2024.
Fandt du denne anmeldelse brugbar? Ja Nej Sjov Pris
1 person fandt denne anmeldelse brugbar
7.9 timer registreret i alt
This is me begging Steam to have a Maybe button.

The game is very short, I beat it in almost 8 hours and at least 1 of those hours was me just running in circles cause I was completely lost (probably closer to 1.5 hours).
The game is very simple and straight forward, sound design is amazing, you jump around a lot (there's even platforming segments (bad)) which feels weird as hell for a space marine, the guns are cool and have decent use-cases and I rarely felt that any were outright useless (sadly the shotgun is probably the weakest).
I'd highly recommend rebinding the guns bound to 5678 to zxcv just to make swapping to the later game guns less of a hassle (the scroll wheel blows ass).

Its a very okay, decent game with some amazing things and some real weaknesses.
Skrevet: 12. juni 2023.
Fandt du denne anmeldelse brugbar? Ja Nej Sjov Pris
1 person fandt denne anmeldelse brugbar
0.0 timer registreret i alt
I somehow missed reviewing this uuuuh

Sisters of Battle play like Space Marines lite but put their own spin on it, pretty fun to play.
Good faction. I gotta go to bed now.
Skrevet: 1. juni 2023.
Fandt du denne anmeldelse brugbar? Ja Nej Sjov Pris
37 personer fandt denne anmeldelse brugbar
2
0.0 timer registreret i alt
Neutral Unit: Poxwalkers
Just a bunch of nurgly zombies running around with wooden mallets. They look a bit silly but it adds some more variety to the increasingly eclectic array of "wildlife" on Gladius Prime. They do little in the way of damage and aren't super tanky but they heal from the majority of what little damage they deal and have a bit of damage reduction. Nothing to write home about, just get the Flamer. The Heavy Flamer.

Adepta Sororitas: Imagifier.
We march to the hymns of the Ecclesiarchy!
The Imagifier is the absolute ideal of what a "Support Unit" can be. The small 3 woman squads are quick to unlock, cheap to build and cheap to maintain. They have little in the way of offence or defence, effectively just being 3 standard battle-sisters but they become absolute linchpins in their own right by having a trio of powerful 1 tile radius support abilities, granting 33% melee damage bonus, 17% Feel no Pain damage reduction & +1 movement respectively. This unit alone gives the previously ailing SoB infantry roster a real power boost, extra mobility, durability and damage granting a roster that used to be quickly made obsolete by the armour divisions available to the Sisters a lot more staying power. The +1 movement ability comes especially in handy for nudging your infantry into position and out of danger as the bonus movement is still applied even if they've already moved. Extra bonus the abilities also apply to the Imagifier.
TL;DR love this unit, a great start for this unit pack!

Adeptus Mechanicus: Kataphron Breacher.
The Kataphron Breacher is the Kataphron Destroyer's little brother. It doesn't hit as hard but is much lower in the tech tiers and much cheaper. Its an early-mid game anti-armour heavy hitter that just adds a little more juice to the Mechanicus "Infantry" Roster. Nothing ground breaking or mind blowing its just a decent unit that has a niche and does it well.

Astra Militarum: Rogal Dorn Battle Tank
The big brother of the Leman Russ (a notion the titular primarch of the more well known tank would take great umbrage with), the Rogal Dorn is bigger, beefier and way more dakkay than the Leman Russ, but appropriately twice as expensive in both upkeep and upfront cost.
It will blast apart infantry with ease and put the hurt on other vehicles and fortifications with the best of them it complements the iron fist of the Imperial Bulwark.
While once again this isn't a game changer for the faction, its just a nice thing to have, smoothing out the progression of tanks from the Leman to the Baneblade with a comfy in-betweener.

Chaos Space Marines: Great Brass Scorpion
The brass scorpion is a personal favourite of the daemon engine roster for me. Its a game-ending super heavy unit designed to dominate the battlefield with multiple independently firing weapons and an improved "stomp" ability that reflects this multitude of spiky legs! Its main weakness is the simple fact that its a tier 10 unit, so takes quite a while to even research and is bleeding expensive to build and maintain.
Just another "nice to have" unit.

Craftworld Aeldari: Dark Reapers
If like me you played Dawn of War you were probably expecting a long range anti-infantry machinegun style unit when you saw these on the roster and you'd be half-right.
These Dark Reapers are outfitted with Missile Launchers rather than the iconic Shuriken Cannons and it gives the Aeldari an infantry niche that they were previously missing. Unlocked at tier 2 they're a great early game fire support unit with very high accuracy and two weapon modes (a higher damage single target mode for sniping characters & monsters and a lower damage variant with an extra attack per model to massacre infantry formations) at a whopping 3 range.
The Dark Reaper makes early game sieges and infantry play much more plausible and powerful, even keeping up the powerful mobility of the Aeldari infantry in their own way, swapping out battle focus for a version of Relentless that lets them fire their heavy weapons at full accuracy even after moving and are fantastic at clearing out forests & ruins thanks to a 33% ranged damage reduction negation.
They manage to not completely replace the Aeldari Rangers however by being significantly more squishy, having no damage reduction of their own and only coming in 3 man squads.
Overall a wonderful addition to the Aeldari early game that doesn't invalidate any other units and rounds out the infantry roster very nicely.

Necrons: Deathmarks
Easy one, they're Necron snipers! Their special gimmick is that they can teleport every 10 turns for a small damage boost with global range. Oh wait that's pretty strong-
Yeah Deathmarks are great, they might get bumped up a tier at some point but being snipers they have a very specific niche so even with a global teleport they're not wildly op.
Being a range 3 early game infantry they're naturally- say it with me now- Nice to have!

Orks: Deff Dreads
The can that says it all on the tin. The Deff Dread brings deff and dread to the battle. The unit is everything you'd expect from the big brother of the Killa Kan, sporting a powa klaw on each arm and a pair of rokkit launchas on a bulky chassis.
Once again. Nice to have. Very nice to have.

Space Marines: Whirlwinds
Its a missile artillery tank. There's not a lot to really say about this, its a 3-range "go-away" machine that flattens lightly armored with a barrage of missiles, ignoring line of sight.
When I saw it described as "artillery" I got excited thinking it would be something akin to the Basilisk, maybe not quite as long range but still it would be nice, maybe 4 range?
The missiles it fires comes in two flavours higher armour piercing Vengeance Missiles & Incendiary Castellan Missiles that ignore cover, both missile types working best against lightly armoured targets, especially infantry with large model counts.

T'au: XV107 R'Varna Battlesuit
Dunno what happened to the other 106 XV battle suits but here's the 107th.
Kidding aside the R'Varna is a dedicated bulky-blaster. Basically anything bigger than infantry but smaller than a tank the R'Varna puts the hurt on it with its special "Cluster Fire" weapon trait, bullying bikes, jetbikes, very bulky units and monstrous creatures from 3 range. On top of that it has the Nova Reactor trait from the Riptide Battlesuit letting it sacrifice health for bonus movement, damage reduction, damage and a special ability of its own that blasts anything adjacent to it with searing hot plasma.
Unlike most other battlesuits including the Riptide the R'varna doesn't have the jetpack trait so its firmly planted with its feet on the ground but makes up for it by being more heavily armoured.
Its a much bigger and bulkier Braodside or a mini-Stormsurge (literally being between them in the tech tiers) and is yet again a unit that is all around nice to have.

Tyranids: Tyranocite
Revised: When I first looked at and tried out this unit I mistook the "move through cover" trait for the skimmer trait (similar icons (I'm a hack lmao)). Despite this mistake the unit is still quite nice, a T2 unit that butchers infantry (possibly a bit too well) and can safely carry your units to and from the battlefield.
I do think the unit should have the skimmer trait or the amphibious trait as water is the biggest mobility barrier to the tyranids and being able to carry your big monsters and swarms of greeblies across the waves would just be a spectacular QoL for the Nids.

PS. Review word-count limits suck.
Skrevet: 30. maj 2023. Sidst redigeret: 2. juni 2023.
Fandt du denne anmeldelse brugbar? Ja Nej Sjov Pris
Ingen har vurderet denne anmeldelse som hjælpsom endnu
60.5 timer registreret i alt (18.1 timer, da anmeldelsen blev skrevet)
Mechs are cool
Skrevet: 9. maj 2023.
Fandt du denne anmeldelse brugbar? Ja Nej Sjov Pris
< 1  2  3  4  5  6 ... 12 >
Viser 31-40 af 111 forekomster