5tephen said:
No idea but I really see no point in the carriers - apparently they're a good idea if on a big map, but if you're on a big map it would take forever to send the planes up. I don't know why you can't just send the planes up the side of the map and in round the back, they'll get there in a fraction of the time. Ok there might be interceptors waiting, but in a carrier, there may be other boats / torpedo launchers waiting. My view is that you're concentrating the total health of 80-odd planes into a single unit that would have a fraction of that health and is much more slower moving, and if it's wiped out you lose everything at once. Suggestion - for defence, send in a load of cheap scout planes to assist the bombers, this will attract a large percentage of enemy AA fire
If you want to do real damage to the worth and above of your planes then you need to hit strategic targets that will cause problems to your opponent if destroyed. Else you will be using your bombers for nothing more than skirmish purposes and bombers are NOT designed to hit things left and right on the fly.
Be precise with your attacks, flying them in doing MAXIMUM damage and then returning them back to be refuelled, reloaded and repaired. Do NOT set them to fly about over a base dropping bombs here and there because that is a sure fire way to get them turned into enemy mass.
So for that reason bombers should fly in formations when hitting a target to increase maximum efficiency. Like has been said above it is a good idea to fly in cheap scouts and a few interceptors to take fire from enemy AA and aircraft, but do not count solely on this to take all the fire whilst you fly left and right bombing the enemy base to defeat.
As for 5tephen's idea, well there are a number of flaws in that strategy for these reasons.
Radar
Intel/survellance
Fuel
Time
Bombing requires that you have either air superiority for the length of the attack, which means a larger and more powerful force than your opponent.
It requires you to be in range because all planes in SupCom have fuel and when it runs out the plane will travel at half speed and loose its attack effectiveness
Radar allows your opponent to see your advancing attack of bombers and whatever mix approaching and can thus have an equal force ready and waiting to blow your attack force out of the sky.
It requires you to be able to damage your opponent and of course once you loose all the other three factors the amount of damage you are able give out
Time is a key factor in any attack, the chances are your opponent is going to see you coming, but the longer the length of time your opponent has between first sight and moment the first bombs start dropping is proportional to how long he has to react to your planned attack to set up his defences/counter offences and so the longer the length of time the less damage you can produce.
The carrier
The carrier is THE most powerful water unit, it will take other subs and ships to pieces in seconds. Its primary purpose though is not as a total offensive weapon, but as a sneak attack and refuelling base for off shore attacks on strategic targets.
You submerge it, take it close to your enemy base (out of radar coverage) and launch a bombing attack upon relatively undefended targets. This allows you to acheive the maximum from all the strategic factors. Once your attack is complete you can return your attack bombers back to the carrier and either relaunch or submerge and get the heck out. This way the carrier presents a continued threat and the enemy will be forced to react to its presence.
If you combine your air attacks with ground attacks pushing forward it will leave you enemy on the defensive being forced to pull back.
5tephen said:
While I'm here, I have a few questions:
a) What are all the benefits of having a support commander?
b) What is the advantage of the stealth generator? Does it stop artillery from aiming at objects within its field (unless aimed manually)?
c) What is the benefit of having multiple land (or air) factories - can they all be set to assist one factory, or is it just that you have multiple production lines going?
d) Is everybody's T3 artillery the same range?
e) I don't use the tactical missile launcher much (T2 I think) - is it any use, and does it fire missiles automatically?
Support Commanders SCU's are sort of your ASU's generals, they are best used for either helping build larger structures such as experimentals or for continued front line support.
In the latter case you can use them to build defences, Mass Extractors or battle stations (A few factory's and defences close to the main offence).
They can be upgraded to either do a lot of damage or a massive increase to their build speed.
Stealth doesn't stop artillery, it masks you from enemy radar preventing them from picking targets
5tephen you would benefit from reading one of the dedicated forums for SupCom and maybe reading those pieces of paper that were in the box, I think its called the manual or something.