Archive for the 'Strategy' Category

Factional differences in combat SCUs

Friday, June 22nd, 2007

As almost everyone certainly knows, SCUs are prized in longer lasting SupCom games for their Resource Allocation System Upgrade (RAS). Building this upgrade on as many SCUs as possible is by the far the most effective way to develop a huge late game economy, which is required to build the most powerful units and [...]

A whole new air combat paradigm

Wednesday, June 20th, 2007

The v3255 has changed air balance more than the patch notes would lead you to believe. No, air superiority fighters haven’t been improved (sigh), but now that Soul Rippers can be targeted by gunships, the dynamic of air combat changes a lot (at least in battles that have one or more Cybran players). [...]

Woohoo, I beat Supreme Art of Defense!

Sunday, June 17th, 2007

The custom map Art of Defense is all the rage these days on GPGnet (sorry Zone Control). It is widely liked for how difficult it is. You can be a really good player and still need multiple tries to figure it out (like I saw when playing with Unconquerable), because it’s quite different [...]

Overcharge works against ACU shields

Wednesday, June 13th, 2007

Here’s a little tidbit that many of you probably didn’t know. As has been reported in the official forums, the ACU overcharge weapon does full damage against enemy ACU shielding. This means that you can completely drain an enemy Commander’s shields in a single shot! As you probably do know, the overcharge [...]

Fighters, interceptors, and the balance of air superiority

Friday, June 8th, 2007

Cross-posted to Supreme Commander Live.
With the release of the latest hotfix patch we’ve seen the last change in a sweeping balance adjustment to air combat that has fallen beneath most people’s radar. But before I look at the ramifications of it in depth, let’s look at the balance of the air superiority fighters from [...]

Raging battle through the forests of Sentry Point

Sunday, June 3rd, 2007

It’s been a little while since we’ve taken an in-depth look at a replay between two top-ranked players, so let’s do another one. This ranked 1v1 match takes place between Sir Loui (”Sir_Loui”), currently ranked #1 on the ladder, and Cauldron (”Cauldr0n”), currently ranked #9, on the map Sentry Point, with both people playing [...]

Elaborating on Caps Lock != Shift

Saturday, May 26th, 2007

Good day, I’m Testudaphobia. Along with Grokmoo and CydeWeys, I attended the University of Maryland, and was a roommate of Grokmoo. Do not fear-it is unlikely SupComTalk will be saturated with any more current or former Maryland students. I’m a brand new SupCom player. After taking over a week to select [...]

Assisting shields

Friday, May 25th, 2007

One new feature added in the recent patch that we haven’t yet mentioned is the ability of engineers to assist shields. Essentially, engineers can now assist shields in a manner similar to how they could already assist factories.
At first glance, this may seem like a poorly balanced feature. After all, what is to [...]

Caps Lock != Shift

Thursday, May 24th, 2007

A critical distinction when laying out one’s initial build sequence, especially in preventing the loss of all stored energy before a single power generator has been built. That is all.

Patch impressions

Tuesday, May 22nd, 2007

I’ve had a chance to play a few SupCom matches since the patch came out yesterday, and I think I am now in a position to write a bit about some of my early impressions. The first thing most people have probably noticed are the substantial overall performance improvements. I would recommend that [...]