![]() ![]() Unlike original supcom, power teching to T2 is almost never the right play. All mexes should be assisted in their upgrade by multiple engineers. Using mass storage on your mexes is not an option, so just make and hotkey a mass storage template. ![]() If you don't use it, you are a simply going to get rolled over. Mexes surrounded on all sides by mass storage increase their output by 50%, this is almost the only useful adjacency bonus in the game. (You get a better mass return rate than a T2->T3 upgrade, and it's less of an investment). All T2 mexes should be surrounded by 4 mass storage before you upgrade to T3. Never upgrade a mex until all other safe mexes under your control are at the same level as the one you want to upgarde. It's all about claiming mexes and upgrading them. ![]() There's always 1 or 2 right places to move him.1st factoryÄ” engineers, 2 light assault bots, 1 scout, -> repeat and go raiding with the raiding parties.1 engineer: take starting mass points and move off to take nearby ones2-3 engineers: finish off claiming initial mexes, power build hydro, build 2-10 land factories and an air factory.4: take mass points and start a gigantic row of power, later assist the power with more engineers5+ engineers: mass hooveringNext few things to note about supcom FA:1. Basically you must be a mass vacuum to get enough momentum to upgrade the first few mexes to T2, at around 5-7 minutes depending on how things are going.Supcom: take 2 starting mexes, build 2 more pgens, move to an important choke or area of reclaimable wreckage. Have a group of 3 or more engineers build gigantic rows of t1 powerplants (click and drag out a big diagonal row - diagonal so that if they are destroyed their explosion does not damage nearby plants.)Meanwhile you should be producing huge amounts of engineers and patrolling them on trees and rocks to reclaim it all. The factories repeat build tanks and artillery and rally to important chokes or form raiding parties.Early on it's very hard to have enough power, especially if you are doing what you should be and reclaiming mass in the center of the map. The supcom can build one or two of the other 4 starting mexes. Engineers 2 and 3 power build the hydro and then build a few more land factories (for inevitable t1 spam), and an air factory for defense against jesters, ghetto gunships, and air scouts. If there is a place for a hydroelectric powerplant, the first engineer moves off to take 2 of the four initial mass points and then goes claiming mass points. After that will heavily depend on the type of map. With your supcom queue up 2 pgens after the factory. The first 4 engineers range out in all directions, taking all mexes and hydros. an open map), then the 1st factory should build some raiding parties after the first four engineers and go try to kill lone engineers at enemy mexes. ![]() If it's a small map and you can get past the enemy's commander (i.e. If it's a big map, just keep building engineers. Queue 4 engineers in the factory as it builds. You start with a lot more resources than Sup Com so you can immediately start with a factory without stalling. First of all, ALWAYS build a factory as your first unit. One problem is that there are almost no noobs so you are practically guaranteed to get stomped when you play.First thing to keep in mind is that, although they look similar, Sup Com and FA are COMPLETELY different in terms of balance.Skirmish is a lot like multiplayer and there are basically three or four kinds of maps when it comes to early build order. I still play 10+ games a week online and the community, though small, is faithful. SupCom FA is my current favorite game and my all-time fav RTS. ![]()
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