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In a game where the enemy stands over ten stories tall and your average fighting unit weighs in at a hundred tonnes - size matters. Enter - "The Big One".
Hi TheBigOne, for those that don’t know the name could you tell us a little about yourself and what you do?
<TheBigOne> Hi, I am Aurel Wünsch in the real world, live in Leipzig, Germany and study Sociology at the local university. Additionally I will launch my own Business in a few months (an online service for interactive statistical/thematical map creation)
An obvious question first, with so many RTS games out there what made you decide on Supreme Commander as your game of choice?
<TheBigOne> After playing lots of Starcraft and Warcraft III , mainly 2vs2 with my brother, I got bored waiting for Starcraft II and looked for alternatives. I played Total Annihilation years ago on my uncles computer, so I thought I give Supreme Commander a try. After playing it felt like a RTS which combines micro and macro very good and rewards intelligent play and creativity, so I sticked to it.
So if you had to pick one – what would be the single point that you feel makes Supreme Commander stand out from the rest of the crowd?
<TheBigOne> the organically gameplay, there are no fixed rules what strategy to use. You can play almost every unit combination, either tech up or mass units, rely heavily on air or play mainly ground based, you can play very passively or insanely aggressive. You only need to know how to use the units you chose to build and then you are free to do whatever you want. (Of course there is always an opponent you have to adapt to :P)
You have played Sup Com from the early stages and had access to the first BETA’s of Forged Alliance, have GPG delivered the game you hoped for and genuinely improved upon what was already a top quality game?
<TheBigOne> the original supreme commander had some flaws, which became more and more obvious the longer the game was played, but Forged Alliance solved nearly all those problems gameplay wise (a few bugs remain but they will hopefully disappear after the coming patch). Unfortunately the GPGnet isn't yet perfect, it has lots of very nice features: Livereplay, Replayvault, timestamped chat and sorting chat per player and lots of other gimmicks but it still is more
Have the players had to make any drastic changes in game play to allow for changes to the game or will a good knowledge of the original game be enough for your average player and have there been many top players who have struggled to come to terms with the new gameplay?
<TheBigOne> Forged Alliance is a bit faster than the original game but it plays similar to the early days after Supreme Commander was released - before the imbalance of mass fabricators made aggressive strategies too weak. Another big change is that scouting is a lot harder than it used to be, which makes for more sneaky strategies. FA still has the same core mechanics as vanilla had, just a very improved version of them, so it wasn't hard for me to adapt.
Personally what is your favourite aspect of Supreme Commander Forged Alliance?
<TheBigOne> I already mentioned the variety of strategies earlier. So If I am allowed to mention one more thing: The Community is lovely. Its a rather small one but a very kind and mature one.
Obviously you are in theSGL Attrition 2v2 league season, who in your division do you think are going to the team to watch out for?
<TheBigOne> Sir_Loui put my team in the favourite role last week - we happily accept that role and expect to win without losing a map. Well seriously, I think there are 3 Teams who can win the league: NubCom, Cheesy Owls and Saint-Claire Lageplan my very own team.
By contrast is there a team in the league that you think are underrated and could easily go on to give other teams a tough match each week?
<TheBigOne> I think Team Q Squid will surprise everyone, they won't win the season but a spot in the top 3 is possible.
Finally on the subject of your upcoming opposition, excluding yourself from the equation, who do you think will be the winners of the season?
<TheBigOne> Cheesy Owls then, TAG and Whatever have better 1vs1 players but there teamplay is subpar
Most Supcom is played one vs one and there has been a noted lack of activity in the GPGN 2v2 ladders, is there a reason why this is so and do you think a 2v2 league such as this could help kick start more players into action?
<TheBigOne> The Ranked 2vs2 suffered along time from unfair spawns on maps with more then 4 starting positions, furthermore many players dislike random spawns which can result in crossover positions of allied players. I personally think that 33% of crossover match isnt that bad but many others think so and stay away from ranked. Your 2vs2 League is certainly a good addition for SupCom and i am very grateful you are hosting it. Hopefully we will get even more teams.
Is there a major difference in the way you would play a 2v2 match as opposed to a 1v1, would your build strategy differ greatly from normal?
<TheBigOne> 2vs2 is alot more demanding strategy wise. You need less mechanical skills but there are endless options to choose from you and need to adapt and coordinate your combined armies permanently vs your opponents
Having another player watching your back while you build your armies is a good thing of course, but is there any disadvantage in having half your forces in someone elses control?
<TheBigOne> Not at all - at least if you have so great Teammates like Beetle or TheLittleOne
theSGL has been hosting cups for SupCom for some time now and there is very much a core player base we expect to see in our events. Since we have got used to seeing the same players fighting it out on a regular basis do you think the number of new maps will have any effect on things?
<TheBigOne> I think that Videocasts from Deman, hopefully we get lots of them, will help getting more people in the League. I noticed that after Deman did his first videocast of the SupCom-Live Clanleague. The Map Pool has a rather limited Influence I think - unless you totally screw it up, which you didn't
What is the most intresting map in your opinion for the Second week, the maps consisting of Salt Rock Colony, blasted Rock and Fields of Isis?
<TheBigOne> In all honesty, those three are all maps I don't like very much. But Beetle and TheLittleOne like them and I will have a good watch. I expect Saltrock Colony to be the most interesting match - Isis will be decided after the first 7 minutes and Blasted Rock most likely end in a Draw
And how do you this weeks game against GPGnet Admins is going to go and is there any one of the maps you are most looking forward to?
<TheBigOne> I hope for a 2-0 but thats in the hands of my higher skilled teammates :-)
What your favourite map for 2on2’s and what’s the reason for this being your favourite map? And what is the map you don’t like in the map list? and the reason you don’t like this map?
<TheBigOne> My all time favourite is Syrtis Major, It always makes for very interesting and long matches with many chances to make a comeback. I dislike Darozas Sanctuary as it just has too much mass to reclaim - I personally prefer low mass maps
Finally – Which race is your favourite to play as and of course which single unit is the one you enjoy using and why?
<TheBigOne> I enjoy playing Aeon most and the mercy is my favourite unit now that it is balanced (many say it is underpowered but I disagree), it's just fun to snipe ACUs with it in 2vs2 :-)
Thanks for your time and may we wish you the best of luck in your upcoming matches.
ATTRITION SEASON OVERVIEW
Don't forget to join Deman and QuadV this Wednesday for another live and exclusive broadcast of the Attrition 2v2 Supreme Commander Forged alliance league season....
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