Map profile: Sentry Point

Monday, April 2nd, 2007

As part of our strategy oriented content, CydeWeys and I have decided we will start doing some profiles of specific maps. These will hopefully discuss in-depth tactics and strategy, and maybe also stimulate discussion on the finer points of each map. So without further ado, here is our first map profile, for the [...]

Why is tech 1 AA completely useless?

Friday, March 30th, 2007

The title says it all.  Why is it that literally a dozen or even more tech 1 mobile AA pieces can easily take several minutes to take down a single bomber?  This is not even the worst case; they are literally completely useless against tech 1 interceptors.  While a few tech 1 AA pieces admittedly [...]

Turtle dreams

Tuesday, March 27th, 2007

As someone who tries to play competitively every game, there are some strategies I don’t often get a chance to utilize. In 1v1 ranked games, for example, the name of the game is ultra-rapid expansion and building as many factories as your economy will allow. In these games, the “base” is very loosely [...]

More variety in Tech 3 units

Sunday, March 25th, 2007

CydeWeys and I have been thinking about this for some time, and have alluded to it in several posts, but I think it is about time we just came out and said it. SupCom could really use some more variety in the Tech III unit selection, especially in the units produced by the land [...]

The octopus strategy

Wednesday, March 21st, 2007

A long time ago, back in the days of Total Annihilation, the buzzword “octopus” was all of the rage. It was a way of playing that involved having no centralized base and rapidly spreading across the map, getting and holding essential resources far faster than any opponent. The name “octopus” comes from an [...]

Good forum thread round-up

Tuesday, March 20th, 2007

Let’s take a little pause from the blogging and take a little bit of time to look at some of the good threads from the official forums:

Of what value is the CZAR? — Consensus seems to be that it’s way too weak.
Why are UEF strategic bombers so inaccurate? Most people think that they are [...]

How to defeat a turtle

Sunday, March 18th, 2007

I just defeated a turtled-in opponent in ranked play. He played rather defensively and found himself encircled. But he built lots of defenses and forced me to come get him. Meanwhile, he had tech 2 artillery shooting out at my forces, forcing me to put up a lot of shields to protect [...]

Support commander spamming

Saturday, March 17th, 2007

Support Command Units (SCUs) are one of the most powerful unit types in SupCom. Indeed, in the late game, there is no tactic that is even close to the effectiveness of simply pumping out as many SCUs as possible and upgrading them all with the resource allocation upgrade. Used en masse, this upgrade [...]

Veterancy really doesn’t do anything

Thursday, March 15th, 2007

Veterancy had the potential to impact gameplay in Supreme Commander, but unfortunately, it was “play balanced” out to the point of utter meaningless. Back in Total Annihilation, units received veteran status after five kills, and they became noticeably better. Artillery would shoot more accurately, tanks would deal more damage (I think), etc. [...]

Tech 2 ground units: why bother?

Wednesday, March 14th, 2007

Now that I have been playing SupCom for a while, certain play styles have started to gain the force of habit, and I find myself taking for granted many things that newer players may have no idea about. Take the tech 2 land factory, as an example. Typically, as soon as I get [...]