What do you think of supreme commander?

anybody having problems getting it to work ,i picked this up yesterday and install it then load it up and go for a tutorial and bang crashes and get an error report to send to thx now i got duo corte and xp any ideas please
 
Vertigo1 said:
3. What's the best way to get air support units to "guard" or "patrol" a group of ground based units so I can move the ground units around and have the air support stay with them and help out?

Id like to know this too and the others. Should be simple, like protecting croppers in redalert with jeeps and light tanks
 
i use the little + symbol and the aircraft then assist the unit you specify, i also unit so that my sub commanders assist my main commander in everything he does.
 
The whole energy/Mass thing is still driving me bonkers, thats after building 4 tech4 power stations and then those energy storage units around it...

Do that and then mass runs out !

And I think ive done the basics ive built and got tons of mass units all over the half the spots of the map...

hmm think I need to play from beginning or maybe im still too newbie !
 
HighlandeR said:
The whole energy/Mass thing is still driving me bonkers, thats after building 4 tech4 power stations and then those energy storage units around it...

Do that and then mass runs out !

And I think ive done the basics ive built and got tons of mass units all over the half the spots of the map...

hmm think I need to play from beginning or maybe im still too newbie !


Whack down some T3 Fabricators,
 
ca9phoenix said:
i use the little + symbol and the aircraft then assist the unit you specify
That's all very good until the specific unit you chose to guard gets killed, then your air support will twiddle its thumbs.
 
Vertigo1 said:
That's all very good until the specific unit you chose to guard gets killed, then your air support will twiddle its thumbs.
set it to que up more assists?
 
Alternatively set the places up with a waypoint of flying back and forth over the units, when the units move, move the way points over (hold shift and drag the points)

badgermonkey said:
I send my subcommanders in as suicide bombers :p
:D

Love doing that, did it last night to great efffect, attacked a base being defended with T3 Sacred Assault bots, took the majority of them out with my 12 SCUs and then just spread them out around his base waiting for them to die :)
 
HighlandeR said:
The whole energy/Mass thing is still driving me bonkers, thats after building 4 tech4 power stations and then those energy storage units around it...

Do that and then mass runs out !

And I think ive done the basics ive built and got tons of mass units all over the half the spots of the map...

hmm think I need to play from beginning or maybe im still too newbie !

make sure any mass extractors are tech 3 with 4 mass storage around them (to go from 12 to 18 mass extracted per tick) and also any T3 mass fabs make sure they are also surrounded with Mass storage to take them up to i think 36 mass extracted per tick.

dont bother putting the mass storage around your mass extractors till level 2 though as the resources are better spent on other stuff. as soon as they are T2 or t3 though whack the mass storage down and reap the rewards :)
 
I seriously think the experimental units ruin the game. I mean 99 per cent of the time my otherwise good game with good tank battles ends with the enemy sending in an X unit. Ofcourse I havent set counter-X defenses as I focus on battling and taking back areas and raiding etc so X units basically just crash through my useless T2 PDs and T2 Pillar heavy tanks and what not.. Waiting a mod where they disable X units
 
well you can have offencive units take out X units. the Galacic collosus is liable to air attack so strat bombers can take thme out as long s you see it early enough, same for fatboys though it does have limited AA capability. Spiders can be taken out with gunships with relative ease. they are all there to be defeated and any X unit that comes near my base without backup is getting turned into a great big boost to my economy lol.
 
Yarkanat said:
I seriously think the experimental units ruin the game. I mean 99 per cent of the time my otherwise good game with good tank battles ends with the enemy sending in an X unit. Ofcourse I havent set counter-X defenses as I focus on battling and taking back areas and raiding etc so X units basically just crash through my useless T2 PDs and T2 Pillar heavy tanks and what not.. Waiting a mod where they disable X units

To be honest, I'd have thought mods would add more rather than take them away.
Experimentals can be taken down by a big enough force - try keeping an airforce in reserve, so as soon as you see something big coming at you you can start harrying it. If you have T3 planes, it doesnt take that many to take down an experimental anyway. Be aware that there are both land and air super-units they can send - an experimental airship can really mess with your day if you've forgotten to build AA tanks!
 
Even T1 bombers can make a mess of experimentals. Build around 20-30 (costs nothing compared to an experimental) and take it on as soon as you see it on radar. Try and keep them in the air so they don't lose time from taking off, keep scouting routes that they can come on land, and make sure you have sonar in the water.
The Soul Rippers are the ones that cause me most problems, since there aren't many mobile units with strong AA firepower, and I tend not to build huge amounts of T2 AA tanks. I usually try and keep 20 or so T1 fighters ready to take them and have them patrolling around my base to take out enemy bombers too.
 
Thanks for the tips guys, still having too much problems with Soulrippers. The problem with the Hard AI is, if you don´t rush him early, he´ll outresource and for me atleast, sends 3-5 monkeybots and 2 soulrippers about 45 min into the game. The medium AI on the other hand is way too easy! If we could get a diff level in between Hard and Medium atleast I will be happy :)


I had a game against Aeon in Setons Clutch, I totally won him just by sending in a constant mass of Pillars and T3 Interceptors! He sent atleast 5 GC at me with a few CZAR and I didn´t break a sweat. If i play against Cybran though, I get pwnt bad. Oh, and I always play UEF :)
 
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Yarkanat said:
I seriously think the experimental units ruin the game. I mean 99 per cent of the time my otherwise good game with good tank battles ends with the enemy sending in an X unit. Ofcourse I havent set counter-X defenses as I focus on battling and taking back areas and raiding etc so X units basically just crash through my useless T2 PDs and T2 Pillar heavy tanks and what not.. Waiting a mod where they disable X units

as already said, 60 or so strategic bombers made mincemeat of 6 colussus robot things. spotted one after another coming in slowly and they all died before reaching my base. then i countered with air and 200 or so land forces. 2 superior computers died

edit -5 sorry, not 6
 
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The exp units are good when in their preferred combat situation but given foresight its very very easy to make scrap metal of them well before they are even a threat!

One thing i think is missing is the aircraft engineer that was in TA - ok so the engs in Sup Cmdr can go out over water - but they sure as hell can't get up a mountain side to build stuff up ontop !!

I really do hope someone makes an air based engineer unit ...
 
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