Owning Experimental Units


Box art for Owning Experimental Units For: Supreme Commander
Size: 2.99 MB
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Description
Here's an update to a more recent mod that boosts the stats of various experimental units and such to make them much more powerful and, um, "owning".

My last review:

[quote]Eluvatar (LoTR reference?) makes his SupComFiles debut with a nice, useful mod for us people who love our experimental units.

In this mod, the author beefs up the experimental units for each faction. The weapons for each unit have been upgraded and are now stronger, and each unit carries more health. Additionally, all of the units have some form of health regeneration. Shields have been added to most of the experimentals, and now they move and turn faster. Installation instructions have been included in the readme for those of us who are unsure of how to install it (we have a guide here, you know...).

Altogether, it's not a very original idea and has been done before, several times, but it is still a decent mod. The shields are done differently then other mods and the speed increase is a nice addition to the health and weapons increase in my opinion. Personally, I think this mod makes these units overpowered, hence making the game into a case of "Who ever can make it to tech 3 and build some experimentals wins!" which I don't find very enjoyable. Asside from that, if your just messing around, it's a great mod and the idea could be expanded upon to other units besides experimentals (land scouts of death!!!!).

-WindowsVistaGeek19[/quote]

In this update, the author adds T3 defense turrets to all of the factions. Otherwise, it's basically the same beef-my-experimentals mod from v1. Great concept, but a bit overused I would think, eh? Still, the author did a great job with what the mod was set out to do and hopefully we will see more updates adding on to the base concept.

-WindowsVistaGeek19
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