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 [...]

Naval strategies on Roanoke Abyss

Saturday, July 14th, 2007

In an attempt to add a little variety to the replay reviews we have done here on SupCom Talk, today I’ll be looking at a 1v1 match on Roanoke Abyss. Many of you have been clamoring for more replay reviews recently, and so we are trying to deliver. Also keep in mind that [...]

Forged Alliance E3 Impressions

Wednesday, July 11th, 2007

Gamespot has the scoop on the upcoming Supreme Commander Forged Alliance details that were revealed at this year’s E3. Besides confirming a number of things we’ve previously reported on this site, quite a few interesting new tidbits have been released.
First off, it is confirmed that there will be a total of 110 new units, [...]

Early T2 and other small map strategies on Theta Passage

Sunday, July 8th, 2007

I recently found an excellent replay on the vault showing a 1v1 match between two excellent, big name players in the SupCom community: Unconquerable and TheLittleOne. The match is played on Theta Passage, and it highlights many of the strategies now being used by top players on small maps. It is of course [...]

Are you a unit donor?

Tuesday, July 3rd, 2007

Cross-posted to Supcom-Live.
Following yesterday’s post on advantageous ways to donate all of your units to your ally upon death, it struck me that I haven’t yet blogged about the importance of unit donations in general. These suggestions are most apt for 2v2 and 3v3 ladder games, where you live and die as a team, [...]

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 [...]

High ranking game on Open Palms

Tuesday, June 12th, 2007

I have just finished watching an excellent replay (v3254) involving #3 ranked TheLittleOne versus #24 TAG_ROCK_. LittleOne chose Aeon and Rock played as Cybran, with the match occurring on Open Palms.
The match proves interesting even in the first few minutes, with both players choosing non-standard early build orders. On Open Palms, all 4 starting [...]

Why big maps don’t work

Wednesday, May 30th, 2007

As we have discussed previously on the site, the current game mechanics of Supreme Commander don’t really allow for proper battles at very large scales. In principle, fleets of battleships could engage each other or enemy bases, since individual battleships are such massive, powerful units. However, on large maps, it is just not [...]

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 [...]