I would bother with the single player, but watching stns accidently suicide his commander 4 minutes into the game back to back is more entertaining.
It was a tactical ploy executed with surgical precision.
I'm just surprised you stayed the next 40 minutes to watch me and Talios win somehow.
It was all part of the plan.
Astns on
0
Casually HardcoreOnce an Asshole. Trying to be better.Registered Userregular
edited March 2010
The best way to defeat the loyalty gun is to mass a shit load of gunships and shoot it to pieces.
Or
Don't let your opponent set up leap frogging loyalty guns.
So what is everyone beginning strategy? It seems like everyone just set up their 4 mass extractors, 2 research centers, and 2 energy generator, cross their finger and hope an army don't come walking up to their defenseless base.
Casually Hardcore on
0
Casually HardcoreOnce an Asshole. Trying to be better.Registered Userregular
edited March 2010
Also,
What's the point of the Titan Assault bot? Why should I make a ground unit that is weaker then the tank?
What does the disrupter artillery do?
Is the factory add ons more effective then the stuff I build?
I have no idea what the Titan Assault bot fills, I don't play those bastards.
Disrupter, no idea.
Factory add ons are more effective than their stand alone counterparts.
I build four extracters, four generators and a research station.
What's the point of the Titan Assault bot? Why should I make a ground unit that is weaker then the tank?
What does the disrupter artillery do?
Is the factory add ons more effective then the stuff I build?
Fuck, why can't they send me a game manual.
The disruptor artillery functions as normal artillery and its toggle ability lets you shut down units and possibly structures
I believe the assault bots have always been more fragile but higher damage than the tanks but I might be wrong. Everyone just seems to spam the bots though. I don't see very many combined land armies.
My start build with UEF for multiplayer is as follows...
Tech: 3 points into cheaper buildings, 2 points radar...next 4 points are for fortified artillery postions.
Buildings:4 mass extractors, 2 power plants and a tech center. Then I usually build tech centers and continue to expand my mass extractors. I tech up to fortified mass extractors/tech centers as fast as possible and grab shields asap as well. Depending on which seems more important after I get the artillery.
I then keep bunkering and teching to quantum cannons and noah guns. By the time I get those I have so many tech centers by the the time my noah gun is done I have near fully upgraded tanks and drop them on top of the enemy commander an keep doing that till it is dead.
Works well when I am the stop point for my allies on the middle of a map.
I haven't got a cybran build down but actually teching up to mass conversion is pretty useful. And pretty much all cybran kill squads I build are either masses of battleships with a couple aircraft carriers who produce fighters for spotting and support or 4 to 5 land factories. 1 producing just adapters(shield/anti-air/anti-missiles) and the other building just loyalist. Make sure I have jump jets and one air base to scan for my target. Jump jet the army on their head and nothing really will survive the force very long.
This is actually how I beat the last mission. Nothing can survive 120 loyalist covered by about 30 shield bots. They are flying death incarnate. And remember Jumpjets make you immune to damage while flying.
To support the building I have a ton of energy plants and power shunt on the commander so you can just convert 4 to 5k energy at a time into mass.
What's the point of the Titan Assault bot? Why should I make a ground unit that is weaker then the tank?
What does the disrupter artillery do?
Is the factory add ons more effective then the stuff I build?
Fuck, why can't they send me a game manual.
Assault bots do a lot more damage than tanks but have like crap hp. The titans though seem to be much worse than the rockheads when they are upgraded and don't stand a chance verse the aeon or cybran bots. Also cybrans don't have tanks but with Megalith armor their bots get a huge hp bonus when it is on.
Disrupter artillery supposedly disables stuff, I think it disables shield generators as well. I rarely see the results because the thing shoots across the map and is mainly shooting at radar specs not stuff I los to. In general I saw a group of my fully upgrade rockheads get instant shotted by a quantum/disrupter artillery the other night while killing his allies commander.
Factory stuff is more powerful, but only a little bit.
So the universal collosus is pretty good but it doesn't seem to have as much range as a king kriptor. They are both pretty sweet walkers though.
Edit: I apparently missed this patch that came out too. Looks good.
TheGerbil on
0
Casually HardcoreOnce an Asshole. Trying to be better.Registered Userregular
edited March 2010
Hmm, so is it better to build a factory and add on a AA turret and shield? That combo costs way less then a AA turret, and you have the added feature of being able to build a army with it.
Hmm, so is it better to build a factory and add on a AA turret and shield? That combo costs way less then a AA turret, and you have the added feature of being able to build a army with it.
Well.. the whole deal itself including building the factory is quite a bit more, uses more space, etc. So for your first few factories sure, but later on, no.
edit: Are you guys up to the idea of trying to set up times to get in house games going? Like 3v3s and 4v4s? I made a comment about it on the steam group.
TheGerbil on
0
Casually HardcoreOnce an Asshole. Trying to be better.Registered Userregular
So Talios trounced my UEF bunker build with the space temple today. Damn thing on 1v1 small maps is a beast. Though till he had it, my defense ate like 3 armies. I think I know what I did wrong, and needed to focus on getting Noah cannons much faster. Having two to three of those things are all the offense I think I will need.
Heh, its a campaign mission. I remember it actually. The ending though is classic, absolutely classic. I haven't had that happen yet though.
Also, working on my UEF bunker. I got my first Noah up at 18 minutes this last play through. I think I can maybe get down to 15 minute mark with my first Noah and start reeking havoc with it. Other than that, funny to watch three artillery in their bunker mode wiping out like 30 tanks/assault bots at once.
Concerning the region locking, from the Supcom Updates screen.
Default games list is currently limited to games hosted in your current Global Steam region. We will be adding a "Show All Regions" button in the next patch. There is currently no limitation on inviting Friends from any region via Steam, however
That was quite painful to watch, one of the guys even sounds apologetic throughout most of the video that he's showing this game to you. Very awkward and forced.
So there's apparently a weekly SupCom2 livestream event starting today over at gamereplays.
In their own words:
"SupCom2 Sundays with _PINK will be a weekly feature hosted on Sunday. _PINK, a well known member of the Supreme Commander 2 community and top original Supreme Commander player, intends to host a live online video stream of Supreme Commander 2, where he (and some other top players) will explain Supreme Commander 2 units, strategies, and current issues around balance.
He will start by going over the factions, their important units and techs, etc, and then jump into a couple games and demonstrate some of the strategies he has been experimenting with. The intention is that hopefully everyone (including himself) is able to learn something, and have some fun with it.
The stream will go up at 14:00 ET/19:00 GMT."
This looks like it could be interesting, I'll certainly be watching.
Not sure if anyone has encountered this yet, but capturing an engineer from another faction is sweet.
Once you cap the engineer, have him build a research station. This unlocks the other faction's tech tree for researching - go to your research screen and in the bottom right corner you can switch between factions.
Unfortunately, the enemy research cannot be applied to your faction's units. However, it does mean that you can unlock and build enemy experimentals and units by building the appropriate factory with the captured engineer.
Not sure if anyone has encountered this yet, but capturing an engineer from another faction is sweet.
Once you cap the engineer, have him build a research station. This unlocks the other faction's tech tree for researching - go to your research screen and in the bottom right corner you can switch between factions.
Unfortunately, the enemy research cannot be applied to your faction's units. However, it does mean that you can unlock and build enemy experimentals and units by building the appropriate factory with the captured engineer.
Pretty neat.
=0 I had stolen engies before but I didn't not know building research stations would unlock their research..awesome
That was quite painful to watch, one of the guys even sounds apologetic throughout most of the video that he's showing this game to you. Very awkward and forced.
There's a reason they usually have 3 guys when Mike is involved, he's an engineer and not really suited for leading a quick look. I still laughed at the ending.
Nice games tonight guys. Was fun taking out a commander rush that strayed too far in and watching his encroaching army disappear.
So I've only played a few full games of multiplayer so far, but some thoughts:
- Games run faster now, with generally slightly smaller maps and shorter time to the first "encounters", and don't really drag on for ages like they used to. It may sound less "epic" at first, but with the focus on the combat and strategy, those minutes are a lot more packed so the games tend to feel long if you've got a really good matchup going. Your base building at the start doesn't take ten minutes to get underway. Instead you start the game with two engineers alongside your commander, and plenty of resources to get your starting metal and power gens up alongside your first factory. Before, if you didn't manage it right even that could see you stalling your economy.
- The changes to the econ model tie into this quite well. You quickly get used to paying up front for structures, units you queue up just like before. It avoids those instances where you'd start one structure too many and all of a sudden your entire economy ground to a halt as everything shut down. The game could use an auto-unpause when resources are available again, but that's an interface tweak. The game is still very much about large waves of units running into theirs. You often have those long tailbacks stretching all the way from the front lines back to the factories at your base.
- The tech tree adds a LOT to the strategy, because there are several different ways you can focus even a ground force. Scouting early is more important than ever to get an idea of how he's focussing his teching (if he's got a tonne of air units then it's pretty likely that's what he's teching up. Likewise if he's got some advanced structures going).
- In that scope even the minor buffs can make a significant difference, unless you're going up against a direct counter or something. A 15% speed or range increase might not sound like much, but it means your units can kite theirs far better, and start pouring the damage on sooner. Similar with other buffs.
- Finally, the sides seem much more differentiated than they were before. Different sides have different weaknesses and strengths along whichever research paths you choose. If you're playing against a UEF player, you know you've got to be concerned about his artillery and anti-air. If it's Cybran, their navy can be positively lethal because of the advantage that all their ships can walk on land with the right upgrades. But it does depend more on how players choose to specialise.
All in all, I'm really digging the changes so far. There are plenty of balance issues, but that's always the case when an RTS starts off. I'll be interested in seeing how things go from here once I get some more games in.
Also protip: Do not send your large experimental air units into enemy AA whilst also letting them hover over your army. Click the link for HD fullscreen.
Just played a 1v1 game for shits and grins. Was trying out the uef tank rush, 4 factories to make tanks and anti-air units with no research places. Played a guy doing the gunship rush. My first attack he ripped apart pretty quick with his guns ships. But it was only about 10 tanks, 2 artillery and 2 anti-air. I forgot to scout before I sent stuff in so I was ready for anything type of thing. He then sends his gunships back towards my base. My 4 factories with aa guns and shield rip apart his gunships. I finish making my tank army with aa back up since he was going air and then proceeded to rape him. Think the game lasted maybe 10 minutes.
I got the idea from watching pinks video. The guy really must of been use to supremacy games since he didn't guard his acu very well either. I think that the quick build for uef tanks is pretty damn powerful.
Build as follows.
Starting tech:
The one that lets you get artillery first.
ACU builds: 2x mass extractors 2x power plants 2x land factory in that order
Engis: 1x mass extractor and move to expansion extractors building as possible
Upgrade factories with shields and anti-air to fight off the gunship rush. Hide your comp under the shields if need be.
As resources are available build 3rd land factory and single air factory for scouting and anti-air if facing gunship rushers.
Keep upgrading tanks/artillery(top tier tech line in land) as you get points and build a constant stream of either 3 tanks for each aa or 3 tanks for each artillery if facing massed bots or enemy tanks. The artillery rips them up.
Keep pushing and expanding while keeping your enemy in their base.
Is there a hard unit cap? Or is there a current cap that's dependent on something, that you can expand? I still haven't picked this up yet because I am a silly goose
SJ on
0
Zen VulgarityWhat a lovely day for teaSecret British ThreadRegistered Userregular
Is there a hard unit cap? Or is there a current cap that's dependent on something, that you can expand? I still haven't picked this up yet because I am a silly goose
500, with everything costing 1. So a shit ton of units, currently.
Is there a hard unit cap? Or is there a current cap that's dependent on something, that you can expand? I still haven't picked this up yet because I am a silly goose
500, with everything costing 1. So a shit ton of units, currently.
Wait, every unit counts the same to your pop cap? Interesting for this game. The battles suddenly get more epic in my head. Now to find the time to play.
Cronus on
"Read twice, post once. It's almost like 'measure twice, cut once' only with reading." - MetaverseNomad
Posts
It was a tactical ploy executed with surgical precision.
I'm just surprised you stayed the next 40 minutes to watch me and Talios win somehow.
It was all part of the plan.
Or
Don't let your opponent set up leap frogging loyalty guns.
So what is everyone beginning strategy? It seems like everyone just set up their 4 mass extractors, 2 research centers, and 2 energy generator, cross their finger and hope an army don't come walking up to their defenseless base.
What's the point of the Titan Assault bot? Why should I make a ground unit that is weaker then the tank?
What does the disrupter artillery do?
Is the factory add ons more effective then the stuff I build?
Fuck, why can't they send me a game manual.
Disrupter, no idea.
Factory add ons are more effective than their stand alone counterparts.
I build four extracters, four generators and a research station.
The disruptor artillery functions as normal artillery and its toggle ability lets you shut down units and possibly structures
I believe the assault bots have always been more fragile but higher damage than the tanks but I might be wrong. Everyone just seems to spam the bots though. I don't see very many combined land armies.
On the black screen
Tech: 3 points into cheaper buildings, 2 points radar...next 4 points are for fortified artillery postions.
Buildings:4 mass extractors, 2 power plants and a tech center. Then I usually build tech centers and continue to expand my mass extractors. I tech up to fortified mass extractors/tech centers as fast as possible and grab shields asap as well. Depending on which seems more important after I get the artillery.
I then keep bunkering and teching to quantum cannons and noah guns. By the time I get those I have so many tech centers by the the time my noah gun is done I have near fully upgraded tanks and drop them on top of the enemy commander an keep doing that till it is dead.
Works well when I am the stop point for my allies on the middle of a map.
I haven't got a cybran build down but actually teching up to mass conversion is pretty useful. And pretty much all cybran kill squads I build are either masses of battleships with a couple aircraft carriers who produce fighters for spotting and support or 4 to 5 land factories. 1 producing just adapters(shield/anti-air/anti-missiles) and the other building just loyalist. Make sure I have jump jets and one air base to scan for my target. Jump jet the army on their head and nothing really will survive the force very long.
This is actually how I beat the last mission. Nothing can survive 120 loyalist covered by about 30 shield bots. They are flying death incarnate. And remember Jumpjets make you immune to damage while flying.
To support the building I have a ton of energy plants and power shunt on the commander so you can just convert 4 to 5k energy at a time into mass.
Assault bots do a lot more damage than tanks but have like crap hp. The titans though seem to be much worse than the rockheads when they are upgraded and don't stand a chance verse the aeon or cybran bots. Also cybrans don't have tanks but with Megalith armor their bots get a huge hp bonus when it is on.
Disrupter artillery supposedly disables stuff, I think it disables shield generators as well. I rarely see the results because the thing shoots across the map and is mainly shooting at radar specs not stuff I los to. In general I saw a group of my fully upgrade rockheads get instant shotted by a quantum/disrupter artillery the other night while killing his allies commander.
Factory stuff is more powerful, but only a little bit.
Edit: I apparently missed this patch that came out too. Looks good.
Well.. the whole deal itself including building the factory is quite a bit more, uses more space, etc. So for your first few factories sure, but later on, no.
edit: Are you guys up to the idea of trying to set up times to get in house games going? Like 3v3s and 4v4s? I made a comment about it on the steam group.
Heh, its a campaign mission. I remember it actually. The ending though is classic, absolutely classic. I haven't had that happen yet though.
Also, working on my UEF bunker. I got my first Noah up at 18 minutes this last play through. I think I can maybe get down to 15 minute mark with my first Noah and start reeking havoc with it. Other than that, funny to watch three artillery in their bunker mode wiping out like 30 tanks/assault bots at once.
That was quite painful to watch, one of the guys even sounds apologetic throughout most of the video that he's showing this game to you. Very awkward and forced.
In their own words:
"SupCom2 Sundays with _PINK will be a weekly feature hosted on Sunday. _PINK, a well known member of the Supreme Commander 2 community and top original Supreme Commander player, intends to host a live online video stream of Supreme Commander 2, where he (and some other top players) will explain Supreme Commander 2 units, strategies, and current issues around balance.
He will start by going over the factions, their important units and techs, etc, and then jump into a couple games and demonstrate some of the strategies he has been experimenting with. The intention is that hopefully everyone (including himself) is able to learn something, and have some fun with it.
The stream will go up at 14:00 ET/19:00 GMT."
This looks like it could be interesting, I'll certainly be watching.
Link
Once you cap the engineer, have him build a research station. This unlocks the other faction's tech tree for researching - go to your research screen and in the bottom right corner you can switch between factions.
Unfortunately, the enemy research cannot be applied to your faction's units. However, it does mean that you can unlock and build enemy experimentals and units by building the appropriate factory with the captured engineer.
Pretty neat.
=0 I had stolen engies before but I didn't not know building research stations would unlock their research..awesome
There's a reason they usually have 3 guys when Mike is involved, he's an engineer and not really suited for leading a quick look. I still laughed at the ending.
So I've only played a few full games of multiplayer so far, but some thoughts:
- Games run faster now, with generally slightly smaller maps and shorter time to the first "encounters", and don't really drag on for ages like they used to. It may sound less "epic" at first, but with the focus on the combat and strategy, those minutes are a lot more packed so the games tend to feel long if you've got a really good matchup going. Your base building at the start doesn't take ten minutes to get underway. Instead you start the game with two engineers alongside your commander, and plenty of resources to get your starting metal and power gens up alongside your first factory. Before, if you didn't manage it right even that could see you stalling your economy.
- The changes to the econ model tie into this quite well. You quickly get used to paying up front for structures, units you queue up just like before. It avoids those instances where you'd start one structure too many and all of a sudden your entire economy ground to a halt as everything shut down. The game could use an auto-unpause when resources are available again, but that's an interface tweak. The game is still very much about large waves of units running into theirs. You often have those long tailbacks stretching all the way from the front lines back to the factories at your base.
- The tech tree adds a LOT to the strategy, because there are several different ways you can focus even a ground force. Scouting early is more important than ever to get an idea of how he's focussing his teching (if he's got a tonne of air units then it's pretty likely that's what he's teching up. Likewise if he's got some advanced structures going).
- In that scope even the minor buffs can make a significant difference, unless you're going up against a direct counter or something. A 15% speed or range increase might not sound like much, but it means your units can kite theirs far better, and start pouring the damage on sooner. Similar with other buffs.
- Finally, the sides seem much more differentiated than they were before. Different sides have different weaknesses and strengths along whichever research paths you choose. If you're playing against a UEF player, you know you've got to be concerned about his artillery and anti-air. If it's Cybran, their navy can be positively lethal because of the advantage that all their ships can walk on land with the right upgrades. But it does depend more on how players choose to specialise.
All in all, I'm really digging the changes so far. There are plenty of balance issues, but that's always the case when an RTS starts off. I'll be interested in seeing how things go from here once I get some more games in.
http://www.youtube.com/watch?v=HmTXKfT0qmE
We are trying to get some in house games going, jump in chat if you want to play.
I got the idea from watching pinks video. The guy really must of been use to supremacy games since he didn't guard his acu very well either. I think that the quick build for uef tanks is pretty damn powerful.
Build as follows.
Starting tech:
The one that lets you get artillery first.
ACU builds: 2x mass extractors 2x power plants 2x land factory in that order
Engis: 1x mass extractor and move to expansion extractors building as possible
Upgrade factories with shields and anti-air to fight off the gunship rush. Hide your comp under the shields if need be.
As resources are available build 3rd land factory and single air factory for scouting and anti-air if facing gunship rushers.
Keep upgrading tanks/artillery(top tier tech line in land) as you get points and build a constant stream of either 3 tanks for each aa or 3 tanks for each artillery if facing massed bots or enemy tanks. The artillery rips them up.
Keep pushing and expanding while keeping your enemy in their base.
That's a little under 400 units, including 5 King Kriptors.
500, with everything costing 1. So a shit ton of units, currently.
Wait, every unit counts the same to your pop cap? Interesting for this game. The battles suddenly get more epic in my head. Now to find the time to play.
"Read twice, post once. It's almost like 'measure twice, cut once' only with reading." - MetaverseNomad