The *Official* Supreme Commander Thread

i havnt ventured past easy yet (hey i'm a n00b lol) but once the 3 campaigns are completed in easy im going to do them in hard which will probably prepare me for multiplayer a little more perhaps.

to be fair though its a RTS designed to be played multiplayer for epic battles. AI is only ever going to be a challenge until you learn its weakness. Real people always learn new tactics and adapt.
 
Eventually i will probably venture online. I'm looking forward to the modding community though. If someone releases a good AI like the old TA BONZAI's then a player would be the least of your worries as they were so sickenly hard in TA they made good players look like noobs and the pro's look like masters, especially if you could take em on all allied against you. I was one of the boys though :p

Fighting 9 Bonzai AI's on a map in TA is verging on suicidal if you had them all team up against you. You had to build a couple of dozen anti nukes, just to hold off the wall of nukes they sent you. That kind of AI would fit in SC perfectly with the endless wall of units etc..

I'm still going through the campaign atm. I'm playing through it on hard and it isn't easy when your dont have the most offensive attitude. I'm used to being a porcupine in RTS games but i think that SC might change that over time :)
 
Oh yeah I remember the Bonzai AI, the brutal killer. Had it beat in the end though, the really annoying thing about the AI in TA was his use of rocket trucks just used to sit outside your base with no radar and whail on you, with no radar :( the cheating swine
 
Byron5184 said:
That was my only real problem with TA. The fact that radar/sonar jammers did not affect AI's.

Has that been fixed do you know?

I'm loving the ability to set factorys to repeat orders, and set their build location to a ferry point, so you have multiple factories churning out units non stop which are continously transported by multiple tier 2 carriers across the map to the front. :D
 
Murf said:
Has that been fixed do you know?

I'm loving the ability to set factorys to repeat orders, and set their build location to a ferry point, so you have multiple factories churning out units non stop which are continously transported by multiple tier 2 carriers across the map to the front. :D

I love that too, only gets annoying when an enemy air patrol discovers your ferry route and takes out all your transports :( But i normally have a squad of interceptors patrolling the route with a squad as backup parked in my base to take out any air threats. I also have at least 3-4 spare transports that i can immediately set to assist a factory if one gets taken down. 1 Tech 2 transporter is good enough to transport troops from a single land factory up to about 20km without creating a backlog. Unless you make assault bots or land scouts etc. that build super quick.
 
Has anyone else mounted the microwave laser and liquid nitrogen cooling system on there commander (playing as the Cybran) and used it to take out an entire base?

Did this on the second and third Cybran mission soooo much fun :D
 
Thanks for the heads up. Changelog:

* Build 3217 represents a full integration from the game's main development branch, reflecting many changes to the game's code base. Only the partial highlights are included here.
* Fully updated release notes regarding balance and gameplay changes forthcoming.
* Support for Direct2Drive download version enabled.
* Several color, prop, texture, normal map and effects adjustments throughout the game.
* Several animation and animation speed adjustments throughout the game.
* Note that Build 3217 does not include an update to GPGnet. Current GPGnet version is 1.5.52.
* Add open/close slot functionality.
* Fix observer button appearing/disappearing
* Chat history should now only display the senders name on the first line of every message.
* Fixed an issue with the chat window that was making the allies and all buttons function incorrectly.
* Pausing the game then opening and closing a menu that pauses the game will no longer unpause the game. It will remain paused until the user unpauses.
* Game no longer hangs when minimizing during a non-interactive sequence.
* Rules for reclaiming building have changed significantly, reducing a possible game exploit.
* Commanders can no longer overcharge each other.
* Commander nuke detonation set at 4000 damage.

Direct Download link:
http://thq.vo.llnwd.net/o10/SC/live/supcom_patch_3189_to_3217.exe
 
Yarkanat said:
If I absolutely own the Hard AI, how am I going to survive in MP? Too afraid to go and see :D What would you think?

I can beat the Hard AI on the few maps I have tried, but I think the skirmish AI is a little poor on some maps.
 
Richdog said:
Skirmish AI on easy and medium doesn't build ANY air factories... now that's disgraceful!

I noticed that too. All that mass and energy i put into AA towers and i could have pumped it into tanks and won even quicker hehe. Their AA defenses were pretty poor as well imo. I took out 3 Challenge AI's with a single Soul Reaper without repairing it. OK, so my first target was each commander and did it so it outran the blast which is entertaining as it took out most of their defenses.
 
Caustic said:
I can beat the Hard AI on the few maps I have tried, but I think the skirmish AI is a little poor on some maps.
seems to have issues with anything thats mostly water tbh
 
Installed the patch and just fired up the game again. Wont let me load up any of my saved games cause its the wrong version *cries*

Oh well, back to mission one on hard for each campaign :D Another reason to play it even more hehe.
 
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