The *Official* Supreme Commander Thread

Caustic said:
Yup, sounds about normal. The game craves CPU power, and with 4 players, each with a few hundred units, it'll be pushing your CPU way too hard.

Yeah thats exactly what i thought ! game was smooth and no slow downs with an X850XT and X2-4400/2gig...in the slow process currently of upgrading thats all....
 
how many planes can fit on an aeon carrier? I had about 80 strategic bombers on one and tried to sneakily send it round the back of my mates base. bad idea, it got sunk before i could unload all the planes! only about 20 or 30 left
 
geeza said:
how many planes can fit on an aeon carrier? I had about 80 strategic bombers on one and tried to sneakily send it round the back of my mates base. bad idea, it got sunk before i could unload all the planes! only about 20 or 30 left

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 :)
 
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?
 
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?

a) not sure on that one, they are quick at building?
b) I should think so but I’m not totally sure
c) It means you can have multiple production lines for bombers and fighters for example. You can also set one to assist the other and it will build half of what the main one is set to build
d) I think so
e) I never really use them, they are more useful on smaller maps and you have to manually target them. I think there is a mod however which makes them fire automatically.
 
Thanks for all that :)
I knew the support commanders were quicker at building but I didn't know if it made a lot of difference or if there were a lot of other benefits too. I remember someone posting quite a few pages ago that if they lost their supreme commander, units would be slower to respond to commands and generally didn't perform as well. Don't know if that's true or not, but was wondering if the support commander maybe improved the performance of units in battle or something like that - I dunno.
 
V|per said earlier "have 20 support commanders with the resource allocation upgrade (+3500 energy, +12 mass.. each)"

So that suggests you can upgrade them and get a lot of resources
 
or load them into T2 air transports and sent 6 flying nukes around the back of someones base and take out all their mass fabs and T3 power like i did
:)
 
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.
 
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?

a) Support commanders rock, loads of hit poonts, various upgrades, build insanely fast, and eliminates the need for t3 energy plants :D (which are taragetted a lot by bombers and artillery. Many a time i have had a base wiped out by something or other, but i have all the resources in my commanders walking around the map, so can get back on my feet in no time at all..

b) will mask anything from radar assuming its out of the omni range, nice trick if to fly an engineer across the map behind enemy lines (ish) and get him to build one, then setup a small stike force base around the stealth gen..

c) Build more units faster.. basically.. SPAM SPAM SPAM :)

d) Not all artillery are the same range, i believe Aeons is longest, cybrans is shortest.. Mavor doesnt have a max range, and the scathys has a short range, but fires at a stupid rate of fire..

e) Tactical missiles deont fire automatically, fast to build, fair old range, pretty powerfull, get a couple of these in range of a base on a small map and it can easily turn the tide... Also if u have a few banks of the things, they are pretty good at taking out experimentals that have somehow managed to make it to your base :D (10 of them took out a fatboy in a couple of volleys.. may have had to change my trousers otherwise)
 
cyban t3 artillery may be more powerfull, not sure, but its definately innacurate, and im sure the aeons has a longer range...


Speaking of the aeon t3 artillery, does it require something to fire, because every thim i build one, it just sits there (and i have made sure it isn't on hold fire..) Any1 else having this issue?
 
Heres a screenshot i got from playing online the other day (he left the game before we could even start)



Heres a pretty nice site for seeing what units are the best. Linky
 
PoD said:
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.

Don't be getting smart, I've done a lot of reading on this game considering the time I have available, I've checked out the gamereplays.org forum a few times but I don't have the time to go getting every last detail on every unit. Besides, it's hard to find answers to those questions by searching forums - try it, because I've tried. And at least I tried to make some sort of suggestion in post previous to my last one, so I'm doing a little bit to try and help besides just asking questions.

Anyway, to your answers: I already use support commanders to build stuff quicker, and as I said, I was wondering if there was anything else they could do.
I already knew, and said, that stealth doesn't stop artillery because it can be manually aimed - and if you get sight of an enemy object within a stealth field, it's revealed too, so I was wondering what the point of stealthing was.
My questions have resulted in a number of useful suggestions from other people here, particularly V|per's post - can't seem to find any of those tips mentioned in the manual :rolleyes:
 
Just played a couple of games and used the support commanders, which normaly i wouldn't bother with. Those things are pretty cool when you give them resource allocation and have a bundle of tech 3 eng's there to help them upgrade.


Does anyone else get 5-10 minutes into tech 3 then get 'the fear'. I'm end up dumping my commander between 4 shield generators, plus a stealth gen nearby. The number of times i've been caught by gunship rushes that i can't beat back in time... Maybe i should play one of the 80x80 maps, at least then it'd take an age to find the commander, bet they make for V long games.
 
another good option might be to hide your ACU underwater. only torp bombers and any navy units can hit you then. still not perfect obvioulsy BUT i tihnk easier to defend.
 
Todge said:
another good option might be to hide your ACU underwater. only torp bombers and any navy units can hit you then. still not perfect obvioulsy BUT i tihnk easier to defend.
get him building loads of heavy torp launchers and its good
but best bet is to get him to one side of the map, drop a stelth gen and a heavy shield gen, T3 anti air behind and 2t artillery/PD around the front
 
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