Archive for the 'Strategy' Category
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 [...]
Posted in Strategy | 15 Comments »
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.
Posted in Other, Strategy | 6 Comments »
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 [...]
Posted in Multiplayer, Strategy | 31 Comments »
Monday, May 21st, 2007
We’ve been waiting for this patch for weeks upon weeks now and it’s supposed to be this Wednesday. That means all speculation that still needs to be done needs to be done quick, so I’m back for another article! In this one I’m going to take a look at the possible negative effects of the [...]
Posted in Multiplayer, Strategy | 22 Comments »
Saturday, May 19th, 2007
Yesterday, CydeWeys and I had the opportunity to participate in a nice 2v2 ranked game on Emerald Crater. The game highlighted both the strengths and current weaknesses of 2v2 ranked play in SupCom.
The first thing we noticed when loading up the game was that the 2v2 matching system does not really work smoothly. [...]
Posted in Multiplayer, Replays, Strategy | 7 Comments »
Thursday, May 17th, 2007
Woo! I barely came through on this one. For those of you not wanting to see a match similar to the last one, I can tell you that this is most certainly shorter but is also of a much higher caliber (skill wise). Though I lacked adaptation I still managed to pull [...]
Posted in Multiplayer, Replays, Strategy | 5 Comments »
Wednesday, May 16th, 2007
This is my first article in what may or may not become a series on games I have played.
For those of you who didn’t catch my previous introduction since it was buried in a response to a post by Cyde Weys, I’ve decided that a good way to both contribute to the community and to [...]
Posted in Multiplayer, Replays, Strategy | 15 Comments »
Saturday, May 12th, 2007
I cannot reiterate enough how important it is to keep your commander safe (in assassination games, anyway). At around the ten minute mark your commander needs to come off the front lines and head to safety, because your opponent will be gunning for him. If you are within tactical missile range of your [...]
Posted in Multiplayer, Replays, Strategy | 9 Comments »
Wednesday, May 9th, 2007
I was watching a friend of mine play a SupCom match the other day and something struck me about his style of play. Although he expanded fairly quickly and had decent economic management skills, one aspect of his play was decisively noobish – his control (or lack thereof) of his armies.
I observed silently for [...]
Posted in Strategy | 8 Comments »
Wednesday, May 9th, 2007
An invitation to disaster.
I played a 3-way FFA custom game recently (I know, a rarity) and it highlighted perfectly the dangers of fab matrices in online play. Fab matrices are elaborate laid out patterns of power generators and mass fabricators that maximize adjacency bonuses. Of course, they’re also extremely volatile, and a single [...]
Posted in Multiplayer, Replays, Strategy | 13 Comments »