

To compensate for such extraterrestrial excess, the three existing factions each gain an additional Experimental. if you are playing SupCom from this angle, you are about to be dead. And here's Mr Crab again in devastating close-up. There's also the Ahwassa Bomber, a giant-but-fast aircraft that can cause untold damage if it successfully reaches an enemy base. Their experimental assault bot, meanwhile, is as much a menace in death as in life, trashing foe and friend alike with a murderous energy beam released as it goes down. The aliens' strategic missile launcher, for instance, takes two anti-nukes to bring down, otherwise it usually spells the end of the match. The Seraphim Experimentals demonstrate where Gas Powered are most actively toying with new ideas. These really need to feel distinct from each other, and because they come into play at a point where each player's base and strategy is fully established already, there's less need for them to be exactly equal. In contrast to this is fan-love for the Experimental Units, the towering mega-bots, UFOs and walking cannons that got everyone excited about SupCom in the first place. Nor are they intended to - they're there to make an already big game even bigger. 80 units in total for the Seraphim (the T3 sniper bots, with immense range and capable of spotting for aircraft, are immediate stand-outs) and 10 new apiece for the three older factions will certainly make SupCom much more visually interesting, a constant spectacle of different lasers and missiles flinging from the screen's pole to pole, but they're not going to significantly alter the nature of the game. This is the nature of SupCom - no player has any advantage beyond the strategies their brain can devise. Until they hit Tech level 3 though, they're almost indistinguishable in play from their forerunners.

Sure, they look different -many of their units are a lot flashier than the often boxy approach of the Cybran, UEF and Aeon, the splendid glowing, spiky ACU in particular looking like he escaped from the Transformers movie.

To that end, new force the Seraphim (an alien race that SupCom's original three human factions must, uh, forge an alliance against) feel instantly familiar. The other major focus of Forged Alliance is balance, aiming to please the fanbase by further trimming away much of what little asymmetry there was between the factions.
