Archive for the 'Multiplayer' Category

ACU attacking – the current dominant strategy, and how to beat it

Friday, March 19th, 2010

Both other players’ views on the GPGnet forums and my own experience indicate that ACU attacking is the current dominant strategy. I’m not referring to ACU rushing in 1v1 games, which is easily defeated with proper scouting and judicious usage of point defense hidden behind shielded factories. No, what I’m referring to is ACU attacking […]

I’ve started playing multiplayer matches

Wednesday, March 17th, 2010

All right, so I’ve just started playing multiplayer SupCom2 matches. Here are some of my first impressions: Bad teammates are not fun to play with. And by “bad” I don’t mean “not-tournament-quality”, I mean horrible. One of my teammates in a 2v2 hadn’t even built any military units ten minutes into the game, at which […]

Paucity of research forces you to commit to a strategy early

Tuesday, March 16th, 2010

I’ve played enough multiplayer matches now to be able to comment on matters of multiplayer strategy, at least generally. It’s a whole different game than when playing against the AI, of course. The AI is — what’s the best way to describe this? — brain-dead, and you can get away with truckloads of mistakes that […]

An overview of the current perceived game balance

Monday, March 15th, 2010

A brief look at the GPGnet forums yields a wide variety of inevitable claims of ways in which Supreme Commander 2 is imbalanced. Here’s a look at these claims, and a brief analysis of each one. Of course, I’d like to hear your opinions as well in the comments below — especially if I missed […]

A Blast from the Past… Kind Of

Monday, January 7th, 2008

It pains me to see this site with so little activity, as it was my favorite during the time I played Supreme Commander (from about February through June or thereabouts) and got the most visits. Not even two weeks ago I built myself a new computer and bought Forged Alliance, so I’m a bit behind, […]

News Flash: Sometimes People are Jerks!

Monday, December 17th, 2007

Ok the title may be a bit harsh, but this guy seriously made me mad.  I’ve had hardly any time to play Supreme Commmander lately, but this weekend I jumped on for a couple ranked games.  Second game, I drew Dark Heart, a personal favorite of mine now.  I used my typical build order and […]

Just got Forged Alliance… :D

Tuesday, November 20th, 2007

Hey there peeps! I have been waiting for this game looong time and now i finally got my hands on it. The thing that made me most curious after playing the beta was how the new maps would look. I have played like 12 games of FA now and the new maps i like the […]

A first look into Forged Alliance

Friday, October 5th, 2007

Now is the open beta finally here. We have been playing it for a couple of days now and hopefully have been enjoying it. A lot of things have changed and it is hard to speak of them all. The economical system is changed to make map control more important. To do that the developers […]

Change-up in map rotation

Thursday, August 9th, 2007

GPG has changed up the map rotation for 1v1 ranked. Gone are Winters Duel, Fields of Isis, and Emerald Crater. Say hello to your new friends Saltrock Colony, Crossfire Canal, Ambush Passage, and Blasted Rock. Thus, the full map rotation is: Open Palms, Seraphim Glaciers, Theta Passage, Finn’s Revenge, Roanoke Abyss, Arctic Refuge, Crossfire Canal, […]

Oh, Mercy!

Tuesday, August 7th, 2007

As you’re probably aware, the newest patch has sparked a firestorm of controversy in the Supreme Commander community. This debate rages almost entirely over the new Aeon guided missile, the Mercy (or ‘Mandy’, as some of the forum-goers have nicknamed it). It’s being hailed by many as a great new unit, but a large number […]