List 1 - 1:38 Expansion 2 - 2:13 Tech one units 3 - 3:14 Balance your economy 4 - 4:12 Intelligence 5 - 7:10 Tech up gradually 6 - 8:04 Know your faction, know your units 7 - 12:18 Reclaim 8 - 13:47 Dont neglect one part of your forces 9 - 14:39 Don't experimental rush! 10 - 15:54 Attack when you can, but know when to retreat
Another reason not to experimental rush is that, WHEN it fails, your experimental will likely die near the enemy base. And the enemy will reclaim it and get so much mass because you gave them the experimental, that any damage you did is immediately repaired and they suddenly gain an even bigger advantage.
partially right. you must know what you enemy has -> what your experimental can do, sometimes it is unstopable when it is being sent to a com kill mission. and sometimes you need to build it yourself for defence (fatboy/crab) note that the chicken and spidermonkey are cheap experimentals and actually pretty good usable for early game rushing. Scouting is a key part here. I played alot of gap of rohan (4v4) and experimentals could bring a fast turn / win the problem is even if your experimental was succesfull you must know how to use that situation to your advantage ( that rush often creates an attack space if the exp wasnt shot down immidiately). an experimental on the field is trouble for sure :)
The thing with a Chicken is the Ball Lightning when it dies. if you send it in, make a hole and it dies in middle of enemies main eco area they get badly fucked. The mass doesn't make up for losing several T3 Pgens, Mex etc due to the energy stall it can bring. They may have to power off shields making the hole even larger for following units - which will prevent reclaiming of the wreck once the lightning goes away after 30 seconds.
Bonus tip: The Seraphim tech 1 submarine is arguably the best of the 4 on offer. It has less health BUT comes with anti torpedo defenses that actively intercepts incoming enemy torpedoes; thus preventing far more damage to the unit then would otherwise be provided by the higher HP counter parts. This makes it an exceptionally good choice for rushing and kiting the enemy navy. They are absolutely worth learning to mass produce and micromanage.
tip 11: when a building is destroyed, if the place is safe, rebuild the same building over in the exact position and the construction will start from half work.
Talking about radars, he did not mention that T3 costs a lot of power, 2000 to run. Not something you want to build early on. Every unit has a positive and a drawback, he sadly did not mention the negative sides that one needs to be aware of. One huge thing is to not live over your means, many early players don't understand how a game like Supcom gives a lot more freedom. They expect a (in my opinion DUMB) Tech tree that you have to research. They expect a lot of handholding. "wow? I can build a fatboy? I will, right away!" and then.... nothing happens. ETA? 2 hours ;-) Tech trees made sense in Age of Empire, where you progress through the ages. Sadly they included them in EVERY RTS under the sun, even though it makes absolutely zero sense to research new units while fighting a war. That would never go fast enough. Progressing though the Tech levels is probably not so easy to understand, that you need enough resources, you can't build T3 units on a T1 resource level. I mean you can, but then building takes FOREVER.
+JuggernautsRage Patrol is a bad one. Use attack move ALT + Right click. They don't assist anything on the way and once they are finished they come up as idle.
I use attack move too, and it has the advantage/disadvantage that if your mass get full even for a second, the fuckers just stop reclaiming and go idle, while patrolling ones just start moving around, and start reclaiming again when you have room for more mass
WINDOWS 10 advice: Yes you can run this game! I recommend you to find CORE MAXIMIZER. This free utility app makes your game use more core threads as this game was developed on the bring of multicore processors. No matter how powerful your PC is late games can get laggy. Large maps specifically. Using core maximizer you can remove or at least delay a lot of these lags. The game engine don't know how to utilize your beefy NASA computers without this. And when you are at this try SORIAN AI mod. This mod makes AI much more challenging as it gets smarter, uses units for their actual purpose and can even adapt to your strategies. Of course this AI uses same map settings as standart AI. This means maps that were created with AI markers so AI knows about key features of that map. These markers are in all vanilla maps and some custom maps if their creators made them with markers. All AIs can play without them but they play a lot worse. Sorian AI without markers plays balanced game. Hope this helps ladies and gentz. :)
hey, tnx dude, this video really helped me, I used to watch my dad win against cheating ai's when he played when I was a kid and now I've decide to try it but I can't even win against easy ai's this really helped me, thank you
Really good tips, I am not sure how often stealth systems get used because I have not played Supcom online before but I noticed on big maps like 40 to 81km maps having your base cloaked is a great way to avoid getting shells from long range units when your opponent does not have Omi Sensors in range.
tip 11. people need to constantly think about the risk vs reward of their actions. especially when using their commander as a rambo unit in the front lines 15.. 20.. 30 minutes into the game. more often than not makes them lose everything. this also go's for sending other units without doing any real economic damage and than having the enemy reclaim those units... never send units unless you know 99.99% sure they are going to do real and useful damage that is worth their mass/wrecks ending up in the enemy hands
Well usually the mid players are not protective enough of their ACU's, its like they don't realise that the game mode is called Assassination, and they overestimate the need to keep their ACU at the front. They often do not pay attention when the enemy reaches T3 air, stuff like that. And probably the game title makes a lot of people think that ACU's are supposed to be a front line unit. While in reality once the game enters T2/T3 the ACU at the front line becomes a huge liability. Really often what happens is the front players get stuck in this 1v1 T1 air unit spam situation and are completely unaware of their impending doom.
ForTheLoveOfMusicAndPeople I usually end up trying to keep my ACU as far away from the front lines as possible, and just in my main base, and use it to build stuff or help factories. They only really see combat when I've failed to set up a defense line, when the enemy has already broken through my defenses, or when my in-progress defense line is being overwhelmed and I send it to try and hold them off for a while. I usually don't even get around to upgrading them, unless my friend's are determined to play the long game, and we all silently agree to turtle. That's not really what it's for either.
No but you can use commanders at the start when everyone is still t1 , they are pretty good at that. But once like 15 minutes have passed (sometimes faster if the enemy for example rushes T2 bombers) the coms should go back to base. before that pretty much nothing is going to kill them anyways
I. Love. Cybren Destroyers. If I need a navy, a land force, some anti-air, or a bit of artillery, I use them. They're cheap, they're powerful, and can be used in many situations. I laughed when I saw them walking on land the first time when I accidentally selected them with my amphibious force but, they decimated my enemy! They let me slowly but surely push my enemy back with firepower and relentless tier 1 unit support whilst I flank them with a powerful marine assault. They're tough and hard hitting and I can easily mass produce them so they are a staple in my gameplay. I also love the Cybren Bricks. Any navy or non-flying experimental units will be deleted.
Something to remember for every RTS: scout, scout, scout, Attack, attack, attack - of course on the weakest spot of the enemy - cause more damage than have casaulties.
9:08 since a nuke from a UEF acu counts as a tactical missle, never...ever, launch it at a cybran seige assault bot... also t1 light assault bots can attack inside transports, making them a cheap t1 ghetto gunship also, if you dont want to make percivals, you can make SACU's instead (using a quantum gateway) they count as t3 bots so you can fit 3-6 on a t2-3 (uef) transport, but you can upgrade them to fit your needs. they're cheap and very helpful to use since you can put them underwater as well ( if you play cybran, you can place a t2 mobile stealth field generator on the transport to hide it from radar aside from the omni-portion of t3, also putting a t1 scouts on transports lets you use the scounts radar on the transport.
Tip 11: Don't stockpile. If your energy OR mass meters are full, all the energy/mass you are producing is being wasted. Try to have all your factories working and engineers doing something, in a way that all of your production is being exploited.
@@schwarzerritter5724 not always. I have noticed that unless you are in the red by a wide margin, your shields don't immediately fail. I think the system can to an extent route your energy so that your shields don't immediately collapse the instant you hit 0 energy.
Actually, the best way to reclaim is manual reclaim, as it is by far the fastest. The next way, that is still better than patrolling, is attack-move, since engineers report as idle when they run out of things to reclaim.
I would say the fastest way of expantion is the UEF construction drones. Since they can move fast across the map and build mass extractors. While you use your ACU to build energy and bases.
9:05 "Return to Sender", though the Serpahim Bomber, something I've found effective at least against the A.I is to wait until the SCU is distracted then use one to go in for the kill, since it can destroy both Cybran and Aeon ACU's in one hit, with UEF and Seraphim ACUs being left in critical condition, have a ally follow up with a few gun ships or something else, but I'd say never use it as the only punch, as I don't think it's got Crash Damage like the CZAR does where the CZAR is pretty much a direct nuke. Though the experimentals alone could have their own dedicated tutorials weather your playing Forged Alliance or 2, since there are those little things, like the Seraphim's E-Assault Bot's "Death Ability", or the Megalith's "Eggs" for FA or things like the Bomb Bouncer and AC 1000 in 2.
Started playing the vanilla supcom when I was 12 years old. Then FA came. It was easily the best game I have ever played. People must be insanely good by now.
Why ? Its fun playing against other people... if you dont know how just download FAF(forged alliance forever) and you will be able to play with lots of people through there
the radar part made me smile and think of how often a radar in sc2 as terrans gave me a vaaaaast tactical awareness comapred to well...it was way back beffore hots turned the focse more on micro ,but what was the top tier called diamod ,platninum ?.. either case anyone bellow it just couldet compensate for the fact ther death ball or such never could go catch the mainbase by supprice anyway..felt like the biggest diffrence bettwen most generic rts and faf ..streamline economy ^^ no ''not enugh minerals'' etc..you just pipe your shit in and build as fast or slow circomstances leets you...and then ofc...scale...and the counters being counter messures rather then the win the game stone papper sissors kind of counters many other rts employs
The Engineers on Patrol don't reclaim for me any more. They used to a while ago, but for some reason, they will try to reclaim a few things, and then just start going around in circles, Patrolling, but not reclaiming anything near them. It's weird.
+Fappy LP That often happens when your mass storage is nearly full. I think it's above 80%? It's to stop your engineers from reclaiming more mass than you can handle (and therefore wasting) so they only reclaim when your mass levels are low. If you aren't spending it, the reclaim doesn't work. See if that's the reason why?
Engineers DO reclaim, if the mass/energy is *not full*. If the mass is full (excessive mass is wasted - very bad thing), the engies will not reclaim mass (corpses, rocks ...). If the energy is full, engies will ignore trees.
I'm so glad that there's still a comunity playing FA, I couldn't get it when it came out, and by the time I could get it, there was no-one playing and my computer couldn't handle the multiplayer.
i find in supcom 2 doing like land only or air only is more common, in this one all 3 unit types aid each other, air to provide cover and bomb, water can artillery and provide air cover, land the backbone of your army, can hold em off, i really wish they spent there time with supcom 2
Definitely one of the best aged RTS games of all time, if not the best. I played it in 2009 and am still playing today with a friend who doesn't even like RTS but he got into this one.
On Mex upgrading: Tech 1 Mex gives ROI in 18 seconds whereas a Tech 2 Mex gives ROI in 2.5 minutes (Tech 3 Mex takes 4.25 minutes to ROI). So before upgrading to Tech 2 Mex it is best to grab all the Mex points first with Tech 1. Even a Tech 1 that dies a minute later gives you positive flow. After that its time to upgrade.Tech 1 Mex (36 mass for +2/sec)Tech 2 Mex (900 mass for +4/sec)4 Mass Storage around it, (800 Mass for +3/sec)Then Tech 3 Mex (4600 mass for +18/sec) for a total of 27 mass/sec for fully upgraded Mex & 4 storage.New players need to learn that math.
5-6 years have passed, whenever im at Tech 1 i always build 3 Factories and make them infinitely build Artillerys all 3 of them once i get 30-60 i rush them to enemy base and boom voila, tech 1 artillerys hurt alot and they actually work better than tanks for me *even though they shoot pretty slow* but when it comes to early rush 45-70 Tech 1 artillerys while balancing your Mass energy and defences is enough to end the game under 10-15 minutes it's a pretty cheap tactic Tech 1 Artillerys hurt's so much 45-50 is enough to kill a commander if 1v45-50 so 60-80 is necessary what i do is i make these artillerys patrol around my base first and once i have enough i rush them all without retreating.
Its usually better to use interceptors instead of anti air. Also once there are T3 Units on the battlefield you should stop producing T1 units. Even the cheapest T3 units like titans and loyalists will chew through a T1 army while gaining lots of veterancy. Attacking direct fire experimentals wont even do damage but make the experimental stronger. A T3 radar works like a normal Radar with extreme range. The Omni part which is able to detect stealthed Units is only the smaller red ring around the radar about the range of a T2 radar. Also there are some unwritten rules to which part of your forces you should be using by your location on the map. For example on setons the player at the back will focus on a large force of T3 air superiority fighters while the one in the front should go land only. If you dont you will be overrun by enemy land forces quite quickly.
I played this game about 10 years ago but I'm trying to get back into it. My play style is play for the long game. I turtle in my base as I build my tech level and build a fortress that makes fortnox look like a sandcastle. Once I'm sure my base is impregnable, I just spam experimentals (20-30 Fatboy/Bomber/gunship/colossus with czar support) and switch from turtle to steamroll EDIT: It team fights, yes I do support my allied assaults with squads of my own. Not nearly as big as his but we both play for the end game so while he's doing the main assaults, I prepare the experimental rush
I loved total annihilation, star craft, and all the c n c series. Still never played this game. I got it back when it came out but my PC couldn't handle it. I played dawn of War and man I loved it. In the process of beefing up my PC so I can play sup com for the first time ever!
Uograde to mex2 as soon as there is no new mex to get easily then surround that. Mex with storage before upgrading to mex3 ( remember to up a mex 1 to 2 before making storages)
Good tips. Very straightforward though. I'm not a good player and none of this really came as a surprise. Except the 10-15 workers reclaiming stuff part... I never have more than 4...
Always good to find new information to better myself at this amazing game, thanks! :D I have one question: Does it matter if you build your factories close to your resources? It lowers the rate the factory is consuming, but it's difficult to fit the factories, higher tech energy generators and shields so all get a mutual benefit. And it's compact, so one tech 3 power supply and it's gone.
That might work (to some extend) against the AI but human players will destroy you with T1 and T2 units while you're building up your eco. Ressources and half built experimentals can't fight. ;)
Good video. I just bought Supreme Commander Forged Alliance this Steam sale. I've been playing CnC games for all my life. As it is said in the video it is a hard game to learn, how hard should I expect it to be?
Why tech gradually. I imho think that tech up as soon as possible Is a good idea too. It s a pretty expensive to tech and takes a while but then it s not that expensive to produce t2 units or even t3. If you do so as soon as possible the opponent doesn't have time to send a swarm of t1 units . If you manage to produce around ten or more hoplyts or gathlin bots in the early stage of the match and support them with intelligence (spy planes or radars) you can easily kill a commander and a lot of t1 units. Moreover you can easily snipe the commander from far away with T2 tattical missiles that aren't that expensive and you don't have to worry about T2 tattical missiles defenses if you build them as soon as possible and the opponent doesn't tech
One question I have, I've seen someone who played this strategy against a computer where had about 5 fat boys but with that about 20-30 air units comprised of air fighters and bombers, somehow he was able to make all of the air units go to the fat boys for restocking automatically. I wanted to know how do you set your air units to do that? Is it the same way as you would make your engineering units reclaim everything?
Corbin Holmes Maybe he set the bombers to assist the Fatboy? Setting an air unit to assist a land unit make it follow it around and destroy potential threats. I would guess that if the Fatboy does in fact have an aircraft staging facility, they would automatically land to restock.
Indeed the Fatboy has an Airstaging Facility in the middle of it. If you zoom in, you can see the Pad pretty clearly. Air units that are without fuel or have low HP, while on patrol, will automatically seek out refueling pads in the range (which are pretty huge) and use them. You can also rightclick on the Fatboy with an air unit to manually command an refueling & repair mission.
I think experimental units are useful only if they can get to the enemy's base where they can wreak havoc and kill a commander. Otherwise if they're all located far from the base and undefended they can easily be killed. For instance the galactic Colossus by a huge number of tech 2 gunships and cybram experimental gunships by tech three fighters
I like sending bombers early in the game to attack the enemy com dirrectly and kill engineers. Im also a huge fan of long range artilary and tactical nukes. I have question though, when it comes to civilian structures and undefeded enemy structures when is it best to destroy them and when is best to capture them or harvest them?
Capture if it can help you hold the area. Like point defense and AA. One of my favorite details on Seton's Clutch are the civilian T2 point defense turrets on the 2 islands. They make it a lot easier and cheaper to hold them in the very early game.
First Mission took me 3 hrs and I still failed (I teleported my ACU to the enemy base. thinking it was a raid boss and hard to kill.. failed miserably.)
Bought it when it came out... still playing it today (2020)
But with Forged Alliance Forever :)
I jusy got it, very cool game
Just bought the game
And there is still nothing comparable out there on that scale
Just bought it and started playing yesterday and I am HOOKED!!
List
1 - 1:38 Expansion
2 - 2:13 Tech one units
3 - 3:14 Balance your economy
4 - 4:12 Intelligence
5 - 7:10 Tech up gradually
6 - 8:04 Know your faction, know your units
7 - 12:18 Reclaim
8 - 13:47 Dont neglect one part of your forces
9 - 14:39 Don't experimental rush!
10 - 15:54 Attack when you can, but know when to retreat
Another reason not to experimental rush is that, WHEN it fails, your experimental will likely die near the enemy base. And the enemy will reclaim it and get so much mass because you gave them the experimental, that any damage you did is immediately repaired and they suddenly gain an even bigger advantage.
partially right. you must know what you enemy has -> what your experimental can do, sometimes it is unstopable when it is being sent to a com kill mission. and sometimes you need to build it yourself for defence (fatboy/crab) note that the chicken and spidermonkey are cheap experimentals and actually pretty good usable for early game rushing. Scouting is a key part here.
I played alot of gap of rohan (4v4) and experimentals could bring a fast turn / win the problem is even if your experimental was succesfull you must know how to use that situation to your advantage ( that rush often creates an attack space if the exp wasnt shot down immidiately).
an experimental on the field is trouble for sure :)
In my opinion, experimentals should only be used if they are absolutely necessary to break a stalemate when nukes or t3 spam will not do the job.
I just get an experimental artillery gun and shell the fuck out of enemies from my base while sending tech 3 bombers.
For every experimental, the situation when they are useful.
The thing with a Chicken is the Ball Lightning when it dies. if you send it in, make a hole and it dies in middle of enemies main eco area they get badly fucked. The mass doesn't make up for losing several T3 Pgens, Mex etc due to the energy stall it can bring. They may have to power off shields making the hole even larger for following units - which will prevent reclaiming of the wreck once the lightning goes away after 30 seconds.
Bonus tip: The Seraphim tech 1 submarine is arguably the best of the 4 on offer. It has less health BUT comes with anti torpedo defenses that actively intercepts incoming enemy torpedoes; thus preventing far more damage to the unit then would otherwise be provided by the higher HP counter parts.
This makes it an exceptionally good choice for rushing and kiting the enemy navy. They are absolutely worth learning to mass produce and micromanage.
tip 11: when a building is destroyed, if the place is safe, rebuild the same building over in the exact position and the construction will start from half work.
Get aircraft early, 1 or 2 bombers harassing your opponents engineer and keeping him from expanding as easily can give you an early advantage.
You can reclaim destroyed units too. Great if the enemy is throwing himself into your defence lines. Use his dead units to upgrade your mex.
tech1 radar: tactical
tech2 radar: operational
tech3 radar: strategic
Talking about radars, he did not mention that T3 costs a lot of power, 2000 to run. Not something you want to build early on. Every unit has a positive and a drawback, he sadly did not mention the negative sides that one needs to be aware of. One huge thing is to not live over your means, many early players don't understand how a game like Supcom gives a lot more freedom. They expect a (in my opinion DUMB) Tech tree that you have to research. They expect a lot of handholding. "wow? I can build a fatboy? I will, right away!" and then.... nothing happens. ETA? 2 hours ;-) Tech trees made sense in Age of Empire, where you progress through the ages. Sadly they included them in EVERY RTS under the sun, even though it makes absolutely zero sense to research new units while fighting a war. That would never go fast enough. Progressing though the Tech levels is probably not so easy to understand, that you need enough resources, you can't build T3 units on a T1 resource level. I mean you can, but then building takes FOREVER.
@@aloiskleinestier1848 i understand what your saying if they did switch this feature what would the system look like?
@@legendaryneko9578 Supcom 2.
@@haveiszalfaroqie1628 oh yea..... but supercom 2 is more for beginner's tbh
Tip: Radar provides visible targets for artillery, both units and structures.
i love the tech 2 cybran destroyers, most important thing of a sea push
13:25 I've been playing for nearly 3 years now, I've never once reclaimed because I thought it was too much hassle, that tip changes the game for me.
5:24 "It manages to give you that extra bit of intelligence"
Me, an intellectual: *Builds radar on my team mates head*
Thank you for these tips, i have been played at this game for years, i know i was wrong in my strategy, and now i know what i was missing.
Imagine this thing in Unreal Engine 5 graphics.....we can only dream about it.....
What about terrain destruction?
learned of supcom through supcom two, less fond of supcom 2 now; very much so for supcom faf
My tip, join FAF lol
Im the noob who tries to reclaim tree by tree. :D
Thanks for the patrol tip.
+JuggernautsRage xD
+JuggernautsRage Patrol is a bad one.
Use attack move
ALT + Right click.
They don't assist anything on the way and once they are finished they come up as idle.
+JuggernautsRage i actually figured that one through a glitch where my engineers started patrolling on there own!
their
I use attack move too, and it has the advantage/disadvantage that if your mass get full even for a second, the fuckers just stop reclaiming and go idle, while patrolling ones just start moving around, and start reclaiming again when you have room for more mass
WINDOWS 10 advice: Yes you can run this game! I recommend you to find CORE MAXIMIZER. This free utility app makes your game use more core threads as this game was developed on the bring of multicore processors. No matter how powerful your PC is late games can get laggy. Large maps specifically. Using core maximizer you can remove or at least delay a lot of these lags. The game engine don't know how to utilize your beefy NASA computers without this. And when you are at this try SORIAN AI mod. This mod makes AI much more challenging as it gets smarter, uses units for their actual purpose and can even adapt to your strategies. Of course this AI uses same map settings as standart AI. This means maps that were created with AI markers so AI knows about key features of that map. These markers are in all vanilla maps and some custom maps if their creators made them with markers. All AIs can play without them but they play a lot worse. Sorian AI without markers plays balanced game. Hope this helps ladies and gentz. :)
Isn't the core maximizer build into the current FaF client by standard nowadays? Or do you still need to use it ?
@@ArjenSmits Yes it is.....
Forgot the main concept in "The Art of War" - "Avoid enemy strength while attacking his weakness"
Tip 4. is *intelligence*. You need *intelligence* to play this game! Nice one ;)
+zolikoff He means intel, like radars and scouts etc.
MrRamram720 I know what he meant, I was being pedantic by implying you need smarts (intelligence) to play this game.
I would say that being fast and reflexible plays more bigger roles than intelligence in strategy games.
not in supreme commander , maybe in bullshit games like starcraft.
I don't know what pedantic means. Can I play this game?
Anyone still playing This game? I love this game but no one has it.
Join Forged Alliance Forever (FAF) there is an active community
Yeah still playing here ;)
Just bought it Yesterday
still playing! join FAF
@@Abacorn 32bit pc...
The visuals of this video are simply amazing!
hey, tnx dude, this video really helped me, I used to watch my dad win against cheating ai's when he played when I was a kid and now I've decide to try it but I can't even win against easy ai's this really helped me, thank you
Some of those tips are for RTS games over all,, not only SC.
Really good tips, I am not sure how often stealth systems get used because I have not played Supcom online before but I noticed on big maps like 40 to 81km maps having your base cloaked is a great way to avoid getting shells from long range units when your opponent does not have Omi Sensors in range.
tip 11. people need to constantly think about the risk vs reward of their actions. especially when using their commander as a rambo unit in the front lines 15.. 20.. 30 minutes into the game. more often than not makes them lose everything. this also go's for sending other units without doing any real economic damage and than having the enemy reclaim those units... never send units unless you know 99.99% sure they are going to do real and useful damage that is worth their mass/wrecks ending up in the enemy hands
How often do people do that with their ACUs? I mostly just play with a small group of friends.
We are probably too protective of our ACUs if anything.
Well usually the mid players are not protective enough of their ACU's, its like they don't realise that the game mode is called Assassination, and they overestimate the need to keep their ACU at the front. They often do not pay attention when the enemy reaches T3 air, stuff like that. And probably the game title makes a lot of people think that ACU's are supposed to be a front line unit. While in reality once the game enters T2/T3 the ACU at the front line becomes a huge liability.
Really often what happens is the front players get stuck in this 1v1 T1 air unit spam situation and are completely unaware of their impending doom.
ForTheLoveOfMusicAndPeople
I usually end up trying to keep my ACU as far away from the front lines as possible, and just in my main base, and use it to build stuff or help factories. They only really see combat when I've failed to set up a defense line, when the enemy has already broken through my defenses, or when my in-progress defense line is being overwhelmed and I send it to try and hold them off for a while.
I usually don't even get around to upgrading them, unless my friend's are determined to play the long game, and we all silently agree to turtle.
That's not really what it's for either.
No but you can use commanders at the start when everyone is still t1 , they are pretty good at that. But once like 15 minutes have passed (sometimes faster if the enemy for example rushes T2 bombers) the coms should go back to base. before that pretty much nothing is going to kill them anyways
Take cybran ACU upgrade both arms for combat and its a big threat
Great Video. Old school player who hasn't played in years, great refresher. subbed
Just bought the game and man is it fun 😁
I. Love. Cybren Destroyers.
If I need a navy, a land force, some anti-air, or a bit of artillery, I use them. They're cheap, they're powerful, and can be used in many situations.
I laughed when I saw them walking on land the first time when I accidentally selected them with my amphibious force but, they decimated my enemy!
They let me slowly but surely push my enemy back with firepower and relentless tier 1 unit support whilst I flank them with a powerful marine assault. They're tough and hard hitting and I can easily mass produce them so they are a staple in my gameplay.
I also love the Cybren Bricks. Any navy or non-flying experimental units will be deleted.
The Salem Class is amazing. Mixed with hovertanks and Bricks, maybe a Monkeylord; and you can overrun any coastal defence.
Blaze of glory... There is something powerful in these words.
Something to remember for every RTS: scout, scout, scout, Attack, attack, attack - of course on the weakest spot of the enemy - cause more damage than have casaulties.
9:08 since a nuke from a UEF acu counts as a tactical missle, never...ever, launch it at a cybran seige assault bot...
also t1 light assault bots can attack inside transports, making them a cheap t1 ghetto gunship
also, if you dont want to make percivals, you can make SACU's instead (using a quantum gateway) they count as t3 bots so you can fit 3-6 on a t2-3 (uef) transport, but you can upgrade them to fit your needs. they're cheap and very helpful to use since you can put them underwater as well ( if you play cybran, you can place a t2 mobile stealth field generator on the transport to hide it from radar aside from the omni-portion of t3, also putting a t1 scouts on transports lets you use the scounts radar on the transport.
MCNT052 I never knew about the assault bots firing from a transport... ill use that!
Tip 11: Don't stockpile. If your energy OR mass meters are full, all the energy/mass you are producing is being wasted.
Try to have all your factories working and engineers doing something, in a way that all of your production is being exploited.
Well, running out of Energy means your shields fail. But I full agree with Mass.
@@schwarzerritter5724 not always. I have noticed that unless you are in the red by a wide margin, your shields don't immediately fail. I think the system can to an extent route your energy so that your shields don't immediately collapse the instant you hit 0 energy.
I play this with my brother and I'm a noob. but I practice a lot. thanks a lot dude!
and where are the walls? :O one of the strongest units in game
speed2 your right
Oh yes, people forget its physics based, until t1 strikers kill t2 rhinos.
Shame the walls are so short that they can't block very much.
I played 2 on Xbox 360, literally never stopped playing because old school RTS games are the best.
Actually, the best way to reclaim is manual reclaim, as it is by far the fastest. The next way, that is still better than patrolling, is attack-move, since engineers report as idle when they run out of things to reclaim.
all this time and I didn't know that the patrol function on an engineer will make it easier to reclaim thank you!!
I would say the fastest way of expantion is the UEF construction drones. Since they can move fast across the map and build mass extractors. While you use your ACU to build energy and bases.
Nice high quality video. Im pretty pumped to pick taht game back up!
9:05 "Return to Sender", though the Serpahim Bomber, something I've found effective at least against the A.I is to wait until the SCU is distracted then use one to go in for the kill, since it can destroy both Cybran and Aeon ACU's in one hit, with UEF and Seraphim ACUs being left in critical condition, have a ally follow up with a few gun ships or something else, but I'd say never use it as the only punch, as I don't think it's got Crash Damage like the CZAR does where the CZAR is pretty much a direct nuke.
Though the experimentals alone could have their own dedicated tutorials weather your playing Forged Alliance or 2, since there are those little things, like the Seraphim's E-Assault Bot's "Death Ability", or the Megalith's "Eggs" for FA or things like the Bomb Bouncer and AC 1000 in 2.
Thank you, i just brought the gasme today and iv been trying to ge my head around how to play it... greatly useful video :)
2023 and i'm still watching this for FAF :) Great game and community.
Started playing the vanilla supcom when I was 12 years old. Then FA came. It was easily the best game I have ever played. People must be insanely good by now.
Nice tips.
Something to add about the reclaim portion your engineers will only reclaim if your storage is under 80% full
Helpful, will probably never play against a human opponent but this video has made me pick up and dust off my copy of SupCom.
Why ? Its fun playing against other people... if you dont know how just download FAF(forged alliance forever) and you will be able to play with lots of people through there
the radar part made me smile and think of how often a radar in sc2 as terrans gave me a vaaaaast tactical awareness comapred to well...it was way back beffore hots turned the focse more on micro ,but what was the top tier called diamod ,platninum ?.. either case anyone bellow it just couldet compensate for the fact ther death ball or such never could go catch the mainbase by supprice
anyway..felt like the biggest diffrence bettwen most generic rts and faf ..streamline economy ^^ no ''not enugh minerals'' etc..you just pipe your shit in and build as fast or slow circomstances leets you...and then ofc...scale...and the counters being counter messures rather then the win the game stone papper sissors kind of counters many other rts employs
The Engineers on Patrol don't reclaim for me any more. They used to a while ago, but for some reason, they will try to reclaim a few things, and then just start going around in circles, Patrolling, but not reclaiming anything near them. It's weird.
+AdamofBlastWorks Ah, good that I'm not the only one :)
+Fappy LP That often happens when your mass storage is nearly full. I think it's above 80%? It's to stop your engineers from reclaiming more mass than you can handle (and therefore wasting) so they only reclaim when your mass levels are low. If you aren't spending it, the reclaim doesn't work. See if that's the reason why?
Jep, turns out it's _literally_ not a bug, but a feature. Heh :)
Engineers DO reclaim, if the mass/energy is *not full*. If the mass is full (excessive mass is wasted - very bad thing), the engies will not reclaim mass (corpses, rocks ...). If the energy is full, engies will ignore trees.
AdamofBlastWorks I
supcom is the best rts
Michael Fulton nah stelaris is imo
Matthew Mcgarry Stellaris is grand strategy.
You human, take care because Seraphims are preparing the final battle.
Supreme commander Forged Alliance Best Girl!!
Thanks a lot, you’ve got very nice tips for this game. It’ll helps me. Thanks
I'm so glad that there's still a comunity playing FA, I couldn't get it when it came out, and by the time I could get it, there was no-one playing and my computer couldn't handle the multiplayer.
i find in supcom 2 doing like land only or air only is more common, in this one all 3 unit types aid each other, air to provide cover and bomb, water can artillery and provide air cover, land the backbone of your army, can hold em off, i really wish they spent there time with supcom 2
Definitely one of the best aged RTS games of all time, if not the best.
I played it in 2009 and am still playing today with a friend who doesn't even like RTS but he got into this one.
On Mex upgrading: Tech 1 Mex gives ROI in 18 seconds whereas a Tech 2 Mex gives ROI in 2.5 minutes (Tech 3 Mex takes 4.25 minutes to ROI). So before upgrading to Tech 2 Mex it is best to grab all the Mex points first with Tech 1. Even a Tech 1 that dies a minute later gives you positive flow. After that its time to upgrade.Tech 1 Mex (36 mass for +2/sec)Tech 2 Mex (900 mass for +4/sec)4 Mass Storage around it, (800 Mass for +3/sec)Then Tech 3 Mex (4600 mass for +18/sec) for a total of 27 mass/sec for fully upgraded Mex & 4 storage.New players need to learn that math.
5-6 years have passed, whenever im at Tech 1 i always build 3 Factories and make them infinitely build Artillerys all 3 of them once i get 30-60 i rush them to enemy base and boom voila, tech 1 artillerys hurt alot and they actually work better than tanks for me *even though they shoot pretty slow* but when it comes to early rush 45-70 Tech 1 artillerys while balancing your Mass energy and defences is enough to end the game under 10-15 minutes it's a pretty cheap tactic Tech 1 Artillerys hurt's so much 45-50 is enough to kill a commander if 1v45-50 so 60-80 is necessary what i do is i make these artillerys patrol around my base first and once i have enough i rush them all without retreating.
Thanks for the tips man, helps me to win some games!
Its usually better to use interceptors instead of anti air. Also once there are T3 Units on the battlefield you should stop producing T1 units. Even the cheapest T3 units like titans and loyalists will chew through a T1 army while gaining lots of veterancy. Attacking direct fire experimentals wont even do damage but make the experimental stronger.
A T3 radar works like a normal Radar with extreme range. The Omni part which is able to detect stealthed Units is only the smaller red ring around the radar about the range of a T2 radar.
Also there are some unwritten rules to which part of your forces you should be using by your location on the map. For example on setons the player at the back will focus on a large force of T3 air superiority fighters while the one in the front should go land only. If you dont you will be overrun by enemy land forces quite quickly.
Thanks for the tips because the game is really hard.
I played this game about 10 years ago but I'm trying to get back into it. My play style is play for the long game. I turtle in my base as I build my tech level and build a fortress that makes fortnox look like a sandcastle. Once I'm sure my base is impregnable, I just spam experimentals (20-30 Fatboy/Bomber/gunship/colossus with czar support) and switch from turtle to steamroll
EDIT: It team fights, yes I do support my allied assaults with squads of my own. Not nearly as big as his but we both play for the end game so while he's doing the main assaults, I prepare the experimental rush
I loved total annihilation, star craft, and all the c n c series. Still never played this game. I got it back when it came out but my PC couldn't handle it. I played dawn of War and man I loved it. In the process of beefing up my PC so I can play sup com for the first time ever!
"shift" holding shift should be #1
just started playing
why does your game look so nice?
Still playing this game in 2020
Uograde to mex2 as soon as there is no new mex to get easily then surround that. Mex with storage before upgrading to mex3 ( remember to up a mex 1 to 2 before making storages)
SC F. A need sequel with VR support! 😍😍😍
did anyone else by reflex scroll over the units when the video started to select?
Tips - remove fog of war, tick resources mean nothing.
Good tips. Very straightforward though. I'm not a good player and none of this really came as a surprise. Except the 10-15 workers reclaiming stuff part... I never have more than 4...
Thanks for the help. I really needed it.
Like your Videos.
Another Tipp that helped me to get used to the units is playing the Solo Champagne of FA.
+IIIspirit The Solo Champagne. 10/10 best spell
ups auto-"corrected" i guess. ^^
HEY guys do not forget to combine your units from tech 1 2 and 3 units when attacking and the same with your deffences
Good video, thanks for the tips!
Very useful. Thanks.
Always good to find new information to better myself at this amazing game, thanks! :D I have one question: Does it matter if you build your factories close to your resources? It lowers the rate the factory is consuming, but it's difficult to fit the factories, higher tech energy generators and shields so all get a mutual benefit. And it's compact, so one tech 3 power supply and it's gone.
You don't need to expand mass converters work too as long as you can defend yourself.
Nice Tips and tutorial about this game... btw always been rushing in T3 and Experimental units even in campaign... :3
That might work (to some extend) against the AI but human players will destroy you with T1 and T2 units while you're building up your eco. Ressources and half built experimentals can't fight. ;)
Good video. I just bought Supreme Commander Forged Alliance this Steam sale. I've been playing CnC games for all my life. As it is said in the video it is a hard game to learn, how hard should I expect it to be?
Very hard. I too am a CNC player aaand... i lost first mission on Easy. Twice.
1min of intro? u serious?!
but thanks for the informative video
I sat in base and neglected tech1 units thought I was doing fine until I saw the replay and how oblivious I was to the chaos around me XD
As a Cybran main, the walking destroyer is my favourite unit in the game.
Thank you, i'll try and make use of those tips, i'm kind of a coward who always turtles and goes straight experimentals
fantastic job man great job 😊
Why tech gradually. I imho think that tech up as soon as possible Is a good idea too. It s a pretty expensive to tech and takes a while but then it s not that expensive to produce t2 units or even t3. If you do so as soon as possible the opponent doesn't have time to send a swarm of t1 units . If you manage to produce around ten or more hoplyts or gathlin bots in the early stage of the match and support them with intelligence (spy planes or radars) you can easily kill a commander and a lot of t1 units. Moreover you can easily snipe the commander from far away with T2 tattical missiles that aren't that expensive and you don't have to worry about T2 tattical missiles defenses if you build them as soon as possible and the opponent doesn't tech
One question I have, I've seen someone who played this strategy against a computer where had about 5 fat boys but with that about 20-30 air units comprised of air fighters and bombers, somehow he was able to make all of the air units go to the fat boys for restocking automatically. I wanted to know how do you set your air units to do that? Is it the same way as you would make your engineering units reclaim everything?
Corbin Holmes Maybe he set the bombers to assist the Fatboy? Setting an air unit to assist a land unit make it follow it around and destroy potential threats. I would guess that if the Fatboy does in fact have an aircraft staging facility, they would automatically land to restock.
Indeed the Fatboy has an Airstaging Facility in the middle of it. If you zoom in, you can see the Pad pretty clearly.
Air units that are without fuel or have low HP, while on patrol, will automatically seek out refueling pads in the range (which are pretty huge) and use them. You can also rightclick on the Fatboy with an air unit to manually command an refueling & repair mission.
Corbin Holmes land them near the fatboy
Like as in select the air units and click right next to the Fatboy but dont have them assist, they will land then refuel
I think experimental units are useful only if they can get to the enemy's base where they can wreak havoc and kill a commander. Otherwise if they're all located far from the base and undefended they can easily be killed. For instance the galactic Colossus by a huge number of tech 2 gunships and cybram experimental gunships by tech three fighters
I'm new on this game I wish I knew bout it when game out, the game is outstanding I really like it.
I like sending bombers early in the game to attack the enemy com dirrectly and kill engineers. Im also a huge fan of long range artilary and tactical nukes. I have question though, when it comes to civilian structures and undefeded enemy structures when is it best to destroy them and when is best to capture them or harvest them?
Capture if it can help you hold the area. Like point defense and AA.
One of my favorite details on Seton's Clutch are the civilian T2 point defense turrets on the 2 islands. They make it a lot easier and cheaper to hold them in the very early game.
just to add you know the faction the uef is the only one to have a tech 3 land defence
That gattling gun is a beast! Pair a few of them plus an Omni radar and you got yourself a nearly indestructible ground defense.
excepy for artillery. Damn cybrans.
My friends got me to play this with them and I’m terrible, thanks!
Also don't forget to obey your saphrim player overlords
First Mission took me 3 hrs and I still failed (I teleported my ACU to the enemy base. thinking it was a raid boss and hard to kill.. failed miserably.)
2019 anyone?
yup
And soon 2020 !
@@etienneyitian 2020 here...
2020
2020
Skip to 1:36 for the actual start of the video.
intelligence also have the advantage that you can shoot at stuff you can't even see yet
Seraphim is really strong they're really fun to play
When does this game take place in the supcom timeline?
How to make units stand into phallanx? I saw pro players making it somehow but cannot perform it by myself. And how to put units in groups?