***Supreme Commander 2 on OcUK***

I think I've found my AI level - two normals, set to Balanced gave me a good game this morning (that's without rushing). It was a good fun game, so I'll stick with that for now :)

I did enjoy that game against the two cheating AIs last night though - it's a pity Squark pegged it and left us without any nuke defences...... without nukes I think we may have won.

How was the hosting for everyone else?
 
None shall pass! :D



Monkeylords are just unstoppable as ground forces. I still think that soul rippers are the best endgame weapons - monkeylords are just so slow, and too weak against air. But as land blockades they can't be beaten! I love watching the AI throw their late-game experimental armies at a line like that, just to crumble and die.
 
Air is broken for pretty much every faction if you play Assassination though. All it takes is a few experimentals on a suicide rush and the Commander is toast no matter what you do to stop it. Add in some Gunships to distract AA even more and its almost impossible to stop.
 
Yeah, I don't like assassination - supremacy is the way to go. Killing the ACU is still a great achievement early to mid-game, since he will go nuclear and take out a wadge of the enemy base, but it's not a game-ender.

Soul rippers are unmatched for base-crushing power. They're fairly delicate, but enough of them in a group will rip even a well shielded base to shreds before too much damage can be done.
 
Darkenoids are the only really balanced Air experimental. The lasers they have are crap, there beam weapon has really good single target DPS but they can't stack on a single enemy and there 'pinwheel' bombs are really good for dealing damage over a wide area and demolishing shields.
 
Soul Rippers used to be an expensive beetle-bomb (yes, the falling wreck usually did more damage) in FA :p I guess they're much cheaper in SC2?
 
Soul Rippers used to be an expensive beetle-bomb (yes, the falling wreck usually did more damage) in FA :p I guess they're much cheaper in SC2?

They're still pretty expensive (1200 mass, ~5000 energy), but that's not too bad given the destruction they can wreak. On their own they aren't so much use - except against ground experimentals without air support (colossus, kriptor, C-rex, monkeylord etc). But in groups of 10+ they will crush pretty much anything.

I think their main values comes from ease of use (gunships are always far easier to direct than ground forces), and the fact that they have great against both air and land targets. There really isn't much of a counter to massed soul rippers - at least not with a 500 unit cap (hard to build enough fighters to take down 10+ soul rippers).


edit - and yes I agree that the darkenoid is probably the best balanced (air) experimental.
 
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On the note of balance, does anyone else find it odd that it's actually more efficient to gain mass through conversion than it is from mass points? Every two energy generators can produce the same mass (via conversion), as a single mass point. Yet they're cheaper, can be placed anywhere, and are not limited in number.

Since mass conversion is fairly quick to research (except for UEF), and the converters are pretty cheap, it has always seemed a bit odd to me. Mass points only seem important for the first 10 - 15 mins of the game...
 
They're still pretty expensive (1200 mass, ~5000 energy), but that's not too bad given the destruction they can wreak. On their own they aren't so much use - except against ground experimentals without air support (colossus, kriptor, C-rex, monkeylord etc). But in groups of 10+ they will crush pretty much anything.

What about interceptors\fighters?

Since mass conversion is fairly quick to research (except for UEF), and the converters are pretty cheap, it has always seemed a bit odd to me. Mass points only seem important for the first 10 - 15 mins of the game...

Easier for the newbies? :p

Although with the smaller maps, map control isn't as important anyway.
 
What about interceptors\fighters?

It's possible, but you need to be looking for at least a 15:1 ratio if you're going to have any success. Difficult to amass enough to counter a large fleet.

Sooprisers can defend against soul rippers quite well, but you need to stop them bunching up or the soul ripper splash damage will destroy them.
 
It's possible, but you need to be looking for at least a 15:1 ratio if you're going to have any success. Difficult to amass enough to counter a large fleet.

Sooprisers can defend against soul rippers quite well, but you need to stop them bunching up or the soul ripper splash damage will destroy them.

Well in Forged Alliance, by the time you had a single Soul Ripper, the enemy would be able to swarm it with about 200 ASFs :p

The Monkeylord was not only far cheaper but its stealth + 5000 dps laser was more effective for base crushing.
 
Do you guys play any epic ground defense games at all?
Me and friends usually turn air/nukes off and unlock everything to start with, then put ourselves against 2 custom AIs with all stats on max, then just camp at a choke point, i believe in one game we had 300+ ground turrets with several of those giant UEF generators, around 10 Loyalty converters, and about 40 or so mini shield generators. Of course backed up by a number of Jackhammers, not much was getting passed that. Oh and the cybran Magnets to keep them at a distance. Before amassing an insane amount of Universal Collusses, King Kriptors and Monkey lords to annihlate them.
I think its weird that you can get more mass from converting but then again i usually just spam 60+ energy generators, it usually supplies me with enough mass/energy for a long time.

Will hopefully be able to do a few games tomorrow night if anyone is up for it?

Arcimbaldo
 
On the note of balance, does anyone else find it odd that it's actually more efficient to gain mass through conversion than it is from mass points? Every two energy generators can produce the same mass (via conversion), as a single mass point. Yet they're cheaper, can be placed anywhere, and are not limited in number.

Since mass conversion is fairly quick to research (except for UEF), and the converters are pretty cheap, it has always seemed a bit odd to me. Mass points only seem important for the first 10 - 15 mins of the game...

Mass conversion is such a gigantic fail in this game. After a while there isn't any point to mass extractors at all. The research trees tend to have a pitifully small boost like 20-30% which barely adds a few points to your mass income.

Had they removed Mass Conversion and simply had tiered upgrades for mass extractors things would actually be better balanced all around. Or better yet some kind of veterancy system for them which built up over time and increased the extraction rate, meaning targetting extractors would be a great way to limit resources. The cost of experimentals is pretty irrelevant once you can convert 20,000 energy to 2,000 mass every 10 seconds.
 
Mass conversion is such a gigantic fail in this game. After a while there isn't any point to mass extractors at all. The research trees tend to have a pitifully small boost like 20-30% which barely adds a few points to your mass income.

As I said earlier, it's probably to make it easier for non-RTS players. Or people that are used to C&C's single base style gameplay.

Forged Alliance's balance was far superior, albeit the economy was harder to manage.
 
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