SUPREME COMMANDER DEMO UNITS GUIDE

SUPREME COMMANDER DEMO UNITS GUIDE

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what is your favorite cybran experimental unit:

Poll ended at 13 Mar 2007, 04:04

monkeylord (6 legs, giant laser)
10
71%
soul ripper (gunship)
3
21%
rapid fire artilery
1
7%
 
Total votes: 14

paladin.
Posts: 20
Joined: 03 Feb 2007, 23:04

SUPREME COMMANDER DEMO UNITS GUIDE

Post by paladin. »

ground

tech lvl 1:


mole: your generic scout car, unarmed, but cheap.
my blurb: a weasle with no laser and a radar

hunter: light attack bot, armed with light lasers. cheap to produce
my blurb: good in small groups used to take out stray engineers or mexes, but thats about it.

mantis: light/medium attack bot, good speed but shabby attack
my blurb: these are basicaly better equiped hunters, good vs other light bots

medusa: light artilery. good punch, but inaccurate.
my blurb: needs some sort of other support, as it is defenceless against attackers. use it to take out other lvl 1 units quickly

sky slammer: light aa missiles on wheels, good vs bombers, but inacurate.
my blurb: not that great vs fighter groups, better vs bombers. the more of these the merrier!



tech level 2

rhino: generic battle tank. a healthy balance of offense and defense
my blurb: compare these to your arm bulldogs. slice through lvl 1 units and hold there own vs lvl 2 units

viper: medium range mobile rocket launcher. good vs buildings
my blurb: mix these with rhinos and bangers for a nice strike force. exelent for taking down mexes at range (3 missiles=dead mex)

banger: w.i.p.

wagner: amphibious tanks. armed with torpedoes and a heavy laser.
my blurb: sortive compare to the crock. a good all around tank that can hold its own above and below the water line.

deciever: mobile radar jammer
my blurb: compare to mobile radar jammers. they act and perform just about the same.

tech lvl 3

loaylist: heavy assault mech utilizing long range and short range weapons
my blurb: take out structures and tanks from a distance, or shoot engineers in the face, all in one unit! all for 1233413 easy payments under 50 bucks!

trebuchet: the biggest mobile gun platform availible, this packs a punch!
my blurb: as long as the enemy doesnt have sheilds, they will always have a bacefull of explosions! *beware* these units NEED escorts, or eles consider them done.


naval

tech level 1

sliver: basic attack submarine. fairly unbalalanced(a good thing)vs ships
my blurb: use groups of these to take down larger ships. surface, then bombard the shore with a light laser! i usualy keep them under water, as they become sitting ducks the moment they are exposed

trident class frigate: a radar and sonar ship armed with a heavy laser usefull against shore tagets and other light ships.
my blurb: these shouldnt be used to attack, but rather to accompany bigger ships for radar.

tech level 2

siren class cruiser: w.i.p.

salem class destroyer: a truly "do all" ship, AA, shore bombardment, AS, and its amphibious!
my blurb: imagine a 2000 ton destroyer gently "lift" itself out of the water, and gracefully stomp up your beachfront, and destroying everything. hello? hello!! snap out of it!

tech level 3

galaxy slass battleship: the big guns of the fleet, the battleship is the best at shore bombardment and naval battles.
my blurb: great for demolishing bases at a distance, but just keep a few escorts here and there, because for the price, this is not something to be lost

plan b nuclear submarine: the perfect hit and run weapon as it can launch nucear missiles, only for a very "exclusive" price
my blurb: dont build it. way to much mass and energy, and its very vulnerable from other naval units.

command class aircraft carrier: generic aircraft carrier, sports a full complement of defense weapons along with room for over 20 aircraft.
my blurb: i personaly was very pissed when i found out you had to "supply" you own aircraft. pshaw! great to have with a fleet because of its anti missile weapon.

to be continued...
Last edited by paladin. on 11 Feb 2007, 16:43, edited 7 times in total.
User avatar
Zoombie
Posts: 6149
Joined: 15 Mar 2005, 07:08

Post by Zoombie »

I'd like to point out that the Sky Slammer is more of a missle than anything else. It fires a slow missle that slowly gets faster and faster untill it hits the enemy target. Level 2 has flack.
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Ishach
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Joined: 02 May 2006, 06:44

Post by Ishach »

~star lifter~
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rattle
Damned Developer
Posts: 8278
Joined: 01 Jun 2006, 13:15

Post by rattle »

Ugh what a useless thread!
paladin.
Posts: 20
Joined: 03 Feb 2007, 23:04

Post by paladin. »

this is what hapens when i get bored for 2 days strait :-)
j5mello
Posts: 1189
Joined: 26 Aug 2005, 05:40

Post by j5mello »

there are some gaping holes in that. Such as teh scout mechs stealth ability, the sky slammer's ability to switch between ground and air attack, the mantis's ability to repair other units. here are the missing ones (besides air)

Banger: Mobile flak cannon not as accurate as the slammer but it does have larger aoe. While having longer range its per unit damage is low so it can get overwhelmed by gunships. a 60% Sky Slammers, 40% Bangers is a good mix for taking down most air forces.

Siren: A multipurpose ships that can help make a lvl 2 force nearly unstoppable. Contains a Heavy laser for shore bombardment, Anti air missiles, as well as a single re-arm pad for aircraft. Great support for Salems but is a sitting duck for subs. Note: the anti air missile can be toggled to target ground forces for a little extra punch.
BDCoolio
Posts: 40
Joined: 08 Jan 2007, 03:55

Post by BDCoolio »

I wish you didn't have to toggle those dual-purpose AA weapons at all - they should just prioritize air targets when present and shoot at land targets the rest of the time. It's just pointless Starcraftian micro right now.
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Lolsquad_Steven
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Joined: 27 Jun 2006, 17:55

Post by Lolsquad_Steven »

If you don't like micro play turn based strategy.
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flop
Posts: 335
Joined: 22 Nov 2006, 05:44

Post by flop »

Lolsquad_Steven wrote:If you don't like micro play turn based strategy.
aka checkers
BDCoolio
Posts: 40
Joined: 08 Jan 2007, 03:55

Post by BDCoolio »

By that logic then, all XTA (and other mods) missile towers/K-bots/trucks etc that can shoot at both air and ground should require an on/off switch to control which targets they shoot at.

How does that sound?
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Lolsquad_Steven
Posts: 488
Joined: 27 Jun 2006, 17:55

Post by Lolsquad_Steven »

I'm just saying, micro in games like starcraft isn't pointless, it's the skill part of the game.

Monkeylord: Huge spiderbot with laser beam weapon.
BDCoolio
Posts: 40
Joined: 08 Jan 2007, 03:55

Post by BDCoolio »

That's true, and I don't mean to bag on Star Craft - but all that extra micro needed to use the special abilities on most units is exactly why I play TA-style RTS's instead. After all, what soldier would say to himself "gee, I have this weapon that is normally used to attack aircraft, but it can also attack that mantis coming right at me - hmmm, I think I'll wait for my commander to tell me to shoot at it before I try to save myself from destruction."
On the other hand, the need to micro special abilities that require mana or other "special energy" to use makes sense.

Monkeylord: Huge spiderbot with laser beam weapon, medium range rockets, anti-aircraft missiles and a torpedo launcher.
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