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There is no better rts for newcomers/nor is there a better rts than this one and I’m tired of acting like that’s not the case.
>>
Thanks for the reminder anon. I’m gonna jump back into the fire later today.
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will i get rushed if i try play hoomans
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>>826998
Does it have a good campaign?
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>Another tedious gookclicker game where the winner is decided who has the most severe ADHD pretending to be a strategy game.
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>>828150
/thread
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>>828150
If your skills aren't sufficient to resist pressure before the five minute mark then they aren't sufficient to meaningfully apply strategies at any point beyond that.
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>>828150
i would this is not heavy on gook clicker at all, but feel free to keep shitting on a game youve never played
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>>826998
>>664694
>>664694
>>664694
https://www.faforever.com/clans/see?id=2642
https://www.faforever.com/clans/see?id=2642
https://www.faforever.com/clans/see?id=2642
>>
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>>828150
>Forged Alliance
>gookclick
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>>828150
>the gookclick guy whines about APM in one of the least APM-reliant strategy games ever
Is this a false-flag? Bro, APM eats shit to strategy in Supcom 9 times out of 10 assuming it's 'no strategy' vs 'no APM'. You're just bad.
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>>828150
anon you can get away with 30 apm at 1500 in this game
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>>828707
>>828709
>>828706

What are your ratings? 1600 global, (1500 1v1) here and my APM isn't good enough to get any higher. You really need to have good air micro, the sheer speed to keep replacing mexes and redeploying units, all while scaling an economy, scouting and teching up. Micro is especially important in 1v1s or clutch teamgames. If you're playing Astro or Rohan, then you don't really have to do anything.
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>>828713
i'm 1900 elo with 60ish apm
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>>828713
the majority of the game's difficulty is scouting and just being aware enough to see shit that's going on, not so much micro
>>
Does FaF run on Linux? Is there a flatpak?
>>
>>829471
https://forum.faforever.com/topic/12/linux-support
Thankfully. Good luck, Anon! I've been thinking about swapping to Linux.
>>
>>829471
>>829476
https://youtu.be/0506yDSgU7M?t=1162
>>
Post webms proving this alleged greatness.
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>>828145
There's no real rushing in supcom unless it's FFA and your neighbor is a dirty seraphim, or you go out of your way to play 1v1s on very small maps
>>828148
Yes
>>828150
Supcom is the best RTS precisely because gookclickers don't win more than strategically minded individuals, you can set up an extreme amount of automation and microing during fights is irrelevant after the first 5 minutes during which you're using your commander if you're near the front and not retarded (very strong against t1 units and gets experience from the easy kills, and can reclaim mass)
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>>829914
Fuck seraphim niggers
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>>829498

https://www.twitch.tv/achievedjaguar8/clip/BelovedSpunkyOctopusNerfBlueBlaster
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>>830188
realistically the nuke wouldn't be armed until at earliest reentry
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>>829498
Sure thing.
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>>830309
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>>830311
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>>830313
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>>830319
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>>830323
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>>830325
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retards stop getting baited by gookclick-posters
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>>829476
Thanks man :D
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>>830188
Lmao thats great, took me awhile
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>>830305
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>>830345
You're welcome, fren. Please report back if it works!
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>>829586
You absolutely can rush in SupCom, it just might not be as fast on larger maps due to amount of time involved. But even on a big map there are times where one player will just push hard with T1 forces early on, and overwhelm the other player if they didn't invest enough into military forces and too much into economy, or simply get outmaneuvered and their base damaged too heavily, crippling them enough that even the anemic rush-oriented economy overtakes them.
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>>830745
Someone rushes you in another game, you have 0 to 30 seconds to adjust after scouting to defend yourself successfully
Someone rushes you in supcom, you have 5 to 15 minutes to adjust after scouting if it's even needed and can just kill at least half of the attacking force with your commander anyway
Not comparable at all
The only rushes that are fast enough on a decent map and don't get shut down by the enemy commander are a few bombers or gunships and simply scouting early will save you from it
Slowly taking over the frontline with a steady stream of units and your own commander in the t1 era isn't a rush, it's standard practice because the commander is so strong a unit and gains additional hp from experience and if the opponent doesn't field his own you're just using superior strategy, not superior gookclick
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>>830309
Holy shit, the green commander was chillin' in a transport and the fighters just dropped him?
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>>830385
he's not wrong
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>>831586
he's also off topic
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>Submarines move faster when unsubmerged.
Why can't they tell you this in game?
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>>834985
Because it's logical and easily visible
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>>830745
>>831242
not all all-ins are rushes. Though all rushes are all-ins.
The only cheesy rush in SupCom is the ghetto gunship, really. Arguably first air first bomber, but that's just build order rock-paper-scissors stuff every RTS has. Everything else is just aggression that you can scout and react to.
>>834985
didn't actually know that. But if they weren't submerged I'd probably forget to micro them to dive when they encountered the enemy anyway.
>>
>>828703
https://faforever.com/clans/see?id=2642
checking faforever forums for direct messages regularly if you'd like to join the /vst/ clan
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>>834985
Because it's a trap which results in your subs getting gunshipped 99% of the time?

If you're making too few subs, or making them so far away from the fight that movement speed is a problem, almost anything else you can think of will be a better solution.
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>>835394
Gunships can shoot at submerged units now?
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>>836791
They'll shoot your surfaced subs quite easily unless you're 'phim and are spamming the Sub Hunter like a good lizard wizard.
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>>837027
Turns out I've misread the post you were replying to.
>>
Was SupCom2 crippled by being on a console, or were the problems more fundamental? I loved SupCom 1, but Planetary Annihilation also failed to hook me and now I'm not sure if GPG just had bad vision and aims for their games or if it was the consequence of hardware.
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>>830188
Kek, the dude just had an orgasm
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>>837330
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>>837161
I have always heard that one of the core "problems that needed fixing" was that someone at gpg didn't like that lower tier units became superfluous. Getting the console kiss of death didn't help, but the upgrade system in 2 did not make any friends in my circle.
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>>837336
Oh my god, I think I only played 6 hours or so of it? I know I played some of the campaign and really disliked it, but I don't remember anything about the upgrade system at all.
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>>837387
No more unit tiers, but instead you build research stations that give you points that unlock new units (no upgrades, only new roles) and augment the old ones, adding better stats and more weaponry to them. So instead of having multiple tiers of tanks for example, you only have one that gets upgraded throughout the match.
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>>837161
I'd say more fundamental problems, given they removed one of the most iconic features with the income/expenditure rates and replaced it with a normal bank of resources like every other RTS uses.

I don't know what they were trying for with the game, but they definitely intentionally decided to take it in a very different direction from the first supreme commander.
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>>826998
i love the artillery in this game
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>>837161
the design choices were simply bad
the game is just bad
hardware had nothing to do with it
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It is such an amazing game that is the peak of the genre that it killed said genre.
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More like Supreme Cooming
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>>829476
>https://forum.faforever.com/topic/12/linux-support
cool. this link also helped me fix sound not working on my linux wine installation.
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Love the cinematic intro. They were really trying to give Blizzard a run for their money.
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SupCom2 for 3 bucks worth it?
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>>840111

For $3? Sure.
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Give me your best SupCom memes
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>>843546
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>>843546
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>>843546
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>>843546
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>>826998
I can never get enough resources or units
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>Still no open source rewrite of the engine
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>>847178
what would be gained from it
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Is there any games besides TA and SupCom that have a reclaim mechanic?
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>>847273
Planetary Annihilation and Spring are two that come to mind. GLA from CnC Generals if you really want to stretch the definition.
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>>847282
>both are shitty knockoffs of TA and supcom
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>>847347
PA *at least* has the whole multiple planets/moons and turning them into weapons thing going on.
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>>847347
>Spring
>Shitty knockoff
Bro it literally is just TA straight-up. Every Spring game you see is a TA Total Conversion mod wearing groucho-marx glasses and trying to avoid the wrath of... whoever the hell owns the rights now, I think it's the World of Tanks guys for some reason.
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>>847354
>PA *at least has one of the worst parts of PA
I play these games to watch wave after wave of thousands of robots crash against each other not to have my planet destroyed by something I could do nothing about since I was busy trying to build transports and a portal on their planet against a massive defenders advantage for cool combat instead of just death star racing. Bombers are already lame enough but at least you can always get to your enemy in sup com.
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>>847374
... Anon are you a Rohan player?
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>>839404
>the peak of the genre
TA has more water content. That Spring mod/recreation of TA has even more.
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>>843546
>>
>>847216
Multithreading
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So the UEF and Cybran playstyle are clear but what about Aeon or Seraphim? What is their game plan? I’m having the itch to replay the game again and I wanna learn some aeon.
>>
>>829586
>Supcom is the best RTS precisely because gookclickers don't win more than strategically minded individuals, you can set up an extreme amount of automation and microing during fights is irrelevant after the first 5 minutes during which you're using your commander if you're near the front and not retarded (very strong against t1 units and gets experience from the easy kills, and can reclaim mass)
So this is why SupCom isn't popular in Korea.
>>
>>826998
never played rts games
the tutorial was ok but the first mission filtered me
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>>850111
Was is the first Supreme Commander or was it Forged Alliance? I can understand getting overwhelmed with FA because it assumes you played the first one and you already know how to play your faction.
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>>850117
FA
But I'll give it another chance
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>>850071
Well, they are largely responsible for SC, either 1 or 2, becoming a job.
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>>850111
Among the many flaws of FA are improvements to UI. It's a great thing for MP but for first time players the original UI was much better for muh immershun alone.
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>>849999
Aeon has hover tanks, spam those, move them across water, kept them protected with shard AA.
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>>849999
Aeon theoretically are all about mobility and fast attack, but just like how Cybran are in practice aggro-spam cheese personified, Aeon in practice is crater-brained airspam and nothing else to the point where most Aeon players probably don't even understand what the Harbringer does.

Seraphim is probably the toughest faction to learn for a couple reasons. Their basic concept is 'expensive elitism' where their units all cost more but significantly outperform the competition, but how that manifests and if it's actually worthwhile varies from unit to unit. Most of their units are at least alright (if overpriced for what they can do), but they have a select few that range between 'very good' and 'godlike', the poster child probably being the T1 arty that is probably the single best unit in the entire game in pic related.
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>>843546
>>
Is it better to have a few factories with a bunch of engineers or a lot of factories? Also, how many engineers do you want when building one structure or if you reach T3 you remove them and go sACU?
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>>851433
Many factories are better due to rolloff time, except for air factories. T1 engie spam is only obsoleted lategame in your main base because of pathfinding, at some point you switch to kennels/hives or T3 engies if you're Aeon/Sera.
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>>843546
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>>855702
cute
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>>855921
That's the real nice thing about SupCom, everything is to scale. So you can truly appreciate the scale of your battles.
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I've owned the original for years but I think I got filtered a bit by the campaign. should I give the original campaign another go or just head straight into FA campaign? it's so cheap on Steam right now.
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>>856787
If you still have the original box, you can use the serial number in the manual (or that how it was in my copy) to reclaim the game on steam and get both games.
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>>856814
thanks, but I think I got the original SupCom on a steam sale many many years ago. and I guess I'd want to play the first one before playing FA, since the first one builds upon FA?

on the flip side, I can get FA for $2.50.. a cup of expensive coffee. basically I'm looking for an RTS where a) the AI isn't terrible (I doubt I'll play multiplayer in these games) and b) the micro isn't insane.
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I wish I could play FAF but without fail I'm always the one lagging in any game I try to join. I don't have bad internet or a bad computer so I'm not sure what's up. Feels bad
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>>828148
Depends. At least two waifus die.
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>>856815
Haven't played the campaigns in years, but from what I remember, the first supcom's campaign was simply better and had better progression, FA gives you all the tech in first mission and have to fight experimentals later, so you might get overwhelmed fast. If you plan on playing multiplayer, get FA with FAF mod.
>the AI isn't terrible
I think the AI in campaigns was alright? Skirmish though, had this bullshit bug where even after killing an AI it would hog your PC's resources and the game would eventually crash, but FAF fixes this from what I know. And it always knows your starting position.
>the micro isn't insane
Again, campaign is not that bad from what I remember, but multiplayer can get insane so much, that just watching replay casts makes my head hurt. I mean look at this shit if you have time
>https://www.youtube.com/watch?v=FcpicJgWs4A
>>
>>856830
god no thanks.. watching that video makes my head hurt too. I just don't think the game is for me. I'll stick to easy shit like Into the Breach and MoO2 and the Civ games. I think I need to accept that I just can't do RTS.
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>>847216
parallelism
not being chained to windows
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>>856817
Have you tried turning off the nvidia display container in services?
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>>857099
I will try that, thought the Nvidia Fix mod on the FAF client would fix that though
>>
>>857099
>>857361
That actually worked, now I get to see in realtime how bad I am.
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>>856739
It really puts into perspective on how OP 3d printers are when you can create not even a T3 army in 5-10 mins and create nukes in 15 if you wanted.
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>>857958
Protocrafters for everything. And really understates how much mass your mexes are pumping up.
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>>857958
>>858024
NANOLATHE SON!
Blew my tiny child mind when I understood what was happening during construction in TA.
Almost 30 yrs later and 3D printing is...well its not being as revolutionary as it should be.

Undoubtedly the mass extractors are pulling out mountains of mass, but the thing about Nanolathing is that it uses *exactly* as much resources are needed with little to no waste.

Want to build the foot of the Mech Marine
>Need a 5 ton chunk of metal at least the outside dimensions of the finished product, everything not part of the finished product is waste
Ha ha, no. Here is the exact 500 pounds of metal to be used, fully formed.

Now that I think about it, I really surprised the Necro K-bot never had a ancestor in SupCom.
Provided the mech/plane/boat/tank isn't completely FUBAR, Nanolathing it back to functionality really shouldn't be all that difficult.
Titan there got its leg blown off? Dont reclaim it entirely. Just eject whats left and Nanolathe a brand new leg back on. 1\6 the resources.
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>>858128
Not sure where you are pulling the subtractive manufacturing idea from. It's really just the UEF build animation with the box. I figure it's just an easy animation thing since it can get wonky with other faction T4's build box animation being unusually high.
The Necro didn't come back because of how OP and difficult to balance it is.
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>>858130
Subtractive from modern mechanical design and construction.

>Fires (10) 5000 millimeter rps
>5000mm = 16.40 feet
What is it trying to say there?
If its shooting 16' metal javelins as ammo, that cool, and I didn't know.
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>>858133
I think it's suppose to be 500mm not 500cm. So a typo. All 3d printing is additive. And protocrafters are described as super advanced 3d printers.
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Are the campaigns any good?
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>>847347
Zero-K is miles better than your shitty SCFA/FAF. Actual engaging micro and clever tactics instead of global map icon watching fest.
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>We need to perform specific role.
>Doesn't do it well.
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>>858504
How about Beyond All Reason? I heard most of the community from Zero-K moved to BAR.
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>>858374
I found them alright but I wouldn't call them deep or varied like Homeworld or Starcraft. They are serviceable for what they do and I like how they keep on expanding the map every time you complete an objective. Also, for FA each faction has different sub-objectives you can do so it adds to some variety to the missions.
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Shame we don't get to see more spaceships.
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>>856787
>I think I got filtered a bit by the campaign
How exactly? Whoever is doing the nagging in whichever mission that is can and often should be ignored. It might undermine the sense of urgency to an extent, but being forced to reload after an hour because you didn't wait for a few minutes before stepping on some trigger immediately like the game urged you to usually sucks even more.
When/if you become good enough you can try playing the campaign "more immersively".
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>>856836
Don't worry about that. High level MP significantly differs from the original's campaigns.
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>>858134
Definitely. 1 centimetre is 10 millimetres, 1 metre is 1000 millimetres. So 500 cm would have been 5 metres. It's in the names, really: "one hundredth of a metre" and "one thousandth of a metre".
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>>826998
Any good tutorials for the game?
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>>860775
Original SC campaign. Sorta. Then just watch 2000 hours of setons clutch videos and you're good to go.
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Is starting with Forged Alliance a bad idea? I have zero experience with these games.
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>>860978
FA is not that different from SC, other than UI tweaks and balance tweaks. However, FA campaign just dumps all of the units on you from the get go. If you don't want that, start with SC. If you want to multiplayer only, go to FAF anyway.
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>>860978
like >>860983 mentions, the campaign in FA assumes you've played any of the original campaigns from the base game because it just throws you into the deep end from the word go.
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>>858504
>engaging micro
>clever tactics
you're missing the point behind FAF, it's a game that's designed to have you build 200 factories and macro manage multiple proxies and battles over reclaim
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Is there any guides on how to micro air units, they are super fragile in my experience, build like 50 air units so they all die on one sneeze.
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>>858590
BAR is okay but the balance is horrendous IMO. Also they don't have auto-skirm like Zero-K and the community is filled with starcraft faggots. All they would need to do is maybe 2-3 good balance passes and make early game rushing less effective and it would beat FAF hands down.
>>
this game looks good. is there cool artillery? do i have to play with mods?
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>>864886
There is. Here are your options:
>small cluster bomb artillery
>small floating artillery
>small EMP artillery
>medium uninteresting artillery
>medium moving artillery
>big cool artillery
>big big super-accurate artillery
>big big burst fire artillery
>big big double cluster bomb artillery
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>>862558
In air-to-air battles you want to get behind their interceptors. In air-to-ground you need to avoid or focus fire ground-to-air, but straight up fighting ground is always going to be inefficient.
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>>864886
there's artillery that shoot across the entire map, artillery that shoots stuff at a very short range with high damage but slow projectiles, medium range anti-navy artillery, mobile base crackers, naval batteries, etc
>>
"Operation Area Expanded" then the ai nukes the civvies in FA mission 1, the devs sure are sadistic
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>>865741
You evacuated that town previously though
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>>865768
Now the other town that galactic collossi walk through after the second "operation area expanded", it's fucked
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is mission 3 in the vanilla uef campaign supposed to be this hard

even when i exploit the game triggers to build up like 200 pop of forces and every resource point i can't do shit to the final island

the torpedo launchers all have absurd health yet can absolutely nuke my navy and any time i make any progress another fucking wave of ships appears

also the pathfinding constantly breaks and my units go in the opposite direction whenever i A move
>>
The recent cybran buff is hilarious. The crawling bombs are scary as shit now. Also as a long-time Aeon player, if you doubt they can function well with t2-t3 land, you're a retard. Obsidian tanks are scary as shit, harbingers can help build bases and eat corpses, not to mention the crawling death of mobile shields, snipers, artillery and shield breakers.

This is one of the only games where I can hit "Random" om the faction selector and be thrilled with whatever I am given.

Also, nomads are cool as shit, but need some tweaking.
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>>866109
Sounds like you need to spam torpedo planes/gunships. A swarm of bees can fix a lot of problems. Coopers and shield boats are also awesome. I forget if any of those are Forged Alliance or not.
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>>866109
Destroyers' main gun range is greater than of torpedo launchers. Just don't rush in.
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>>866111
>a few tiny buffs
>scary as shit
Beetles will remain shit forever if they keep cramming it into an anti-army role. It doesn't have the pathfinding to do so effectively, is countered by an ACU, obsoleted at T3 and in 90% of cases you're better off with regular units.
>>
So how do i learn to play the damn thing without wasting another people's time?
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>>866539
Watch replays?
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>>866539
Play vs AI. I think, FAF's AI is decent. Also don't worry that much about wasting others' time, you can always look for games marked as "for noobs" and "<= 800 ELO" or something
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I now see that Dostya is indeed best girl
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>>866116

the island is also plastered with aa guns that wipe out the 40 or so torpedo planes i send to destroy the launchers
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>>866541
How can I start my game against a bot in FAF?
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>>867019
You can create a custom, private game, and populate it with a bot, then start. I wonder if there are other ways.
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>>866858
>40
This is SupCom retard send out 120+ at once and overwhelm them.
Remember they are just boots and there are NO people inside them so you don't have to feel bad about it.
>>
>Naval units take fucking forever to build
>They're not even that powerful (except for the nuclear sub)
fucking why
>>
>>867313
Clearly you haven't gotten cruiser spammed. No amount of tac defense will save you
>>
>>866858
Try destroyers and cruisers, destroyers can punch other boats to death and cruisers can fire long range tactical missiles. Cruisers can take out the torpedo launchers at extreme range as well as cover you against aircraft, the destroyers can also out range the torpedo launchers, and protect you from other enemy ships. Take it slow, navy stuff is slow, just keep your distance.
>>
>>865768
Its fucked since I sniped the acu before the evac mission popped up
>>
>>867480
I'm pretty sure you only get the evac mission as UEF anyway. If you're playing a Cultist or Chiphead, those civvies are deader than doornails.
>>
Is it intentional that uef experimentals are unlikely to break stalemates except for the mavor?
>>
>>867497
Considering that the UEF is better suited to try and win through extreme turtling rather than attack during a stalemate, I'd say yes.
>>
>>867313
Battleships are a FUCK YOU for everything on the shore
Cruisers are a decent AA against transports
Carriers can build and stage air fleets
And then there's that fucking missile ship
>>
>>866111
Cybran is literally the worst 1v1 faction right now
>>867313
Learn to assist facs dude
>>867607
UEF is... LE TURTLE
>>
>>867313
Cybran has a cool T1 frigate that switches between ground or AA.
>>
I cant play supcom anymore after playing zero-k, everything is too clunky and the unit ai is non existent
>>
>>868171
>UEF is... LE TURTLE
All I said is that they are better suited to it than the others, which is true.
>>
>>868302
>BAR looks amazing
>Devs don't want unit AI
It hurts bros.
>>
>>868764
>Devs don't want unit AI
What?
>>
>>869225
Go on their discord (literally the only place you can speak to them) and just read people's opinions about it. Half of the regulars are Starcraft fags and and the majority of the devs who have posted opinions on it think that unit AI will ruin the game. They want it to be a gookclicker, basically.
>>
>>868302
But the auto micro of Zero-k is why I hate it. Other than the smaller scale of things.
BAR lets me hold right click and draw what formation I want my units to move into while still selecting a target to focus fire.
I want automation but not for everything in the game. Some things should really reward interaction and microing your army while still managing your macro is the big essential balance to a fun RTS.
>>
>>870142
Literally just turn on hold position you stupid fucking nigger.
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>>870142
>"NOOOOOO YOU HAVE TO AUTISTICALLY GOOKCLICK EVERY UNIT OR THE GAME JUST ISN'T REWAAARDING"
>is so dumb that he doesn't know you can just turn off the auto-skirmish if you don't want it
Unironically end your life unless you're Korean, in which case I would prefer you remain alive in Hell Joseon and suffer. Faggots like you ruined RTS for everyone including yourselves. I hate you with every fiber of my being.
>>
>>870142
>BAR lets me hold right click and draw what formation I want
That's literally a spring engine feature that's been around for almost fifteen years at this point. You can do this in any spring game including zero-k.
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>>840042
>>
>>871584
why would you do this
>>
>>871598
https://www.faforever.com/clans/see?id=2642
>>
Don't forget that you can still play this at https://www.faforever.com/

It's a really fun game, but still has micro due to engineers and reclaim mechanics. However, it's not that intensive, since you can set up patrol paths and such for engineers to be automated.
>>
Supcum bros, will Sanctuary RTS be good?
>>
>>871685
I really like the videos so far. Though it looks kinda like a lower-budget SupCom
>>
>friends refuse to even try supcom
>insisted that fucking northgard is better
>literally lost ALL their matches because they can't wrap their heads around rushing
>got so mad they quit rts forever
It was funny, but also killed any future rts games in my social circle :(
>>
>>873234
Based
>>
>do a bomb run
>They kill the enemy I targeted.
>The bombers decide to land right there and die to ground fire.
cool.
>>
>>873267
That's what the order queue is for.
>>
>>826998
>There is no better rts for newcomers
>Witness my brother-in-law get obliterated by an Easy AI because i forgot to mention you need to spend several hours balancing your economy.
Supcom 2 is unironically a better entry level RTS than Forged Alliance, notice how the cult churns against this post.
>>
>>874757
Your bait is weak. Go get a refund.
>>
>>874757
It is far more friendly to casual players and is a better game for that crowd. If someone wants to play an RTS FA is the better game to learn despite having a poor new player experience.
>>
>>826998
>There is no better rts for newcomers
What a horrible take. What kind of delusion would make someone think so?
I am sure people who want to get into rts would enjoy being overwhelmed by some 40+ units, putting up with fucking douzen of factory production spam , base to base artillery, nukes, experimental weapons and land/air/sea balance.

This is like the most newcomer unfriendly out of my favorite rts after warzone2100.
>>
it becomes a stuttering goon with too many units and shit loads of units is the appeal of this game.
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After watching the matrix demo i had an epiphany about how large the scale in rts games can go now. We could literally have 100,000 units on screen with hd textures and UE5 wouldn't have a problem with it.
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>>878483
>you will never habe secks with dostya in your COCKpit
>>
>>858130
Hilarious how a few hundred of these would make any country take over the world in 2021 yet in supcom they are just fodder
>>
>>830309
Cute!
>>
>>830309
>wine autistically making barricades but getting sniped.
cute
>>
>>826998
i wish there was a good open source clone of this. i loved spamming shields all over the place and getting shield mods, like i think one was called stargate atlantis shield that gave you a atlantis city sized shield.

i don't know why i just love shields. then hitting the shields with non stop artillery barrage.
>>
>>880686
oh and nukes.
>>
>>880686
FAF runs on Linux just fine.
>>
>>880691
oh i know. i just wish there was a modern open source version. not janky supreme commander that you have to work and patch around. even on windows. something like openra for surpreme commander.
>>
I gave up, lads. I hated 2X because it's a shitty skip right to the endgame and I wasn't accustomed to the build orders and pacing of it and didn't want to be. But every other game has it. So I gave in and took the time to learn it and now I'm running monstrous economies and stomping on the idiots who think "2X res means I don't have to fret over resources" even harder than on 1X.

Time to refit my mass farm templates for 2X, I guess.
>>
Rarely hear anyone making use of fabricators, are they that worthless? I can see TA because of metal maps.
>>
>>882930
They're inferior to mass extractors in terms of time to pay for themselves (which is the main metric I use, personally, for determining what to build - you also want to take into account how time to pay for itself is affected by including the cost of enough power generation to run a mass producer).

However, if you've got all your mass deposits set up with T3 mexes surrounded by mass storage, and you've scraped away all the forests and any available battlefield debris, and you don't have immediately accessible routes of expansion, you should build mass fabs. Generally you want to build them in a template where you have on T3 shield gen, surrounded by four T3 pgens (offset so that they form a tursaansydan-ish shape and fit tight) and then T3 mass fabs set in their corners. Allow enough space away from each of these templates that if one goes up (they're volatile so any destroyed structure in this pack will basically mean the whole thing is gone) you won't have a chain reaction and lose everything.

Usually what I'll do in very late game or if I'm playing on 2X (which somewhat changes the flow of the game because you cap out your mexes much earlier) is send one engineer out to build a ton of these with a bunch of rover drones assisting it to avoid pathfinding issues. However, I haven't done the math for 2X, so there may be an alternate better layout or choice of buildings.
>>
>>882930
ill use them we i get to T3
>>
>>882906
Don't give in. Host your own games and demand standards. Pandering to scrubs leads to cancers like moba.
>>
>>882930
you have to account the mass cost of pgens to run them ontop of their base cost, which is far more expensive than just upgrading to t3 mexes. But after full t3 mex it's really worth it to build fab rings around ringed t3 mexes and supplement the power with a t3 pgen or two + RAS/ARAS. after that it's rascom spam time
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Larger than you think.
>>
>>
>>889667
>mfw i walk into the room naked as my gf's trying to go to sleep
>>
>>889667
God I love the uef acu its so good looking
>>
>>883281
Eh... it is entertaining when you realize it's quite viable to crank out a game-ender in 25-30 minutes (especially if you can talk your teammates into dumping their surplus mass into your eco, which they often have kicking around). I haven't really experimented with fast nukes - I know players tend to neglect SMD still, but nukes have such high build force requirements to speed up that they seem like they'd still take a very long time to build and perhaps not make such good use of mass.

>>884790
This is actually the biggest reason to not use fabs until your mexes are done. Without power costs or adjacency, a T3 mex pays for itself after 255.5 seconds, and a T3 fab pays for itself after 250 seconds, making it better (though with adjacency from mass storage a T3 mex pays in 200 seconds). But factoring in power, the T3 fab takes 344-557 seconds to pay for itself & its footprint depending on how many T3 pgens it's adjacent to, making it significantly worse.
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>>890260
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>>826998
>want to reclaim a forest
>have to click the trees 1 by 1
>want to reclaim some rocks
>have to click the rocks 1 by 1
>want units to follow a certain unit immediately after leaving a factory
>not possible
>have to press a special button in the options to make hotkeys appear on units
How is this good for newcomers exactly?
>>
>>893203
can't you just attack-move a builder to have it auto-reclaim everything in it's path?
>>
>>895204
yup
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>>895204
you can also put them on patrol and they will reclaim anything in the area whenever you are below about 80% mass
>>
>>895204
>>896377
>>896482
and nowhere in the game is this explained to newcomers
>>
>>857958
>>858024
It's also worth noting that those massive units are FAST, the Titan probably runs at like 150~200 kph.
>>
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>tfw I actually like 80km maps but the game is simply not balanced around them in the slightest
>>
This game the worst for newcomers. So much shit you gotta remember. Slow pace, spamming game with almost no strategy.

I've played for 12 years+ 1600 rating global. Don't bother with 1vs1. Everyone are veterans with 14+ years of experience. Ranked maps are random and pure cancer. Imagine 40 kilometer map for a 1vs1. Every battle is just spamming the same unit, upgrade into better spam. Every map has a trick you must learn or you'll lose. There's 800+ fucking maps!

As of today I quit. FAF patched the game so much, its soul was lost. If you want a real RTS play CoH or CnC generals zero hour. You'll have more fun and games won't take 50 minutes.
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Remember every failed attack on your enemy gives him money (Reclaim).

No matter how good you're doing -- you die if your Acu die. Losing with 90% map control is common. You lose the game because 1 unit died.

It's a reason why the game is forgotten and overlooked. Good, but other games are so much better.
>>
>>900511
>>900528
>losing with 90% map control is common
That's bs. Map control converts to eco advantage, if you control most of the map you can outeco your opponent. If you're in such a good position and don't spend resources to counter a snipe or a last resort tactic, then it's your own fault.
>every failed attack on your enemy gives him money
Either take control of the reclaim field or make your attacks count. It's not that hard
>1v1 veterans being cancer
Sure, but there's mapgen and team ladder now to mitigate that.
>"""soul"""
Of spamming restorers, literally unbreakable layered shields, zero reasons to control water, useless sACUs and unfixed exploits. You forgot what GPG balance was like.
>t. 1700 global
>>
The game is old and obsolete. People need to move on. The map retardation is enough. ACUs can get sniped. I got you forgot. The game mechanics are horrible. 16 player map for a 1vs1. Just stupid.

No other rts donates money to an enemy from your own attacks. "Real Time Spamming." That's supcom FA. Literally no strategy. Just blob spam more than the other player.
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>>900692
t. >900 player
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>>900693
Like I said, play a new game faggot. This isn't an RTS. It's just mindless unit spamming. I'll kick anyone's ass in FAF in this thread.

Move on people.
>>
Deceivers should be Submersible. Make them slower underwater tho maybe.
>>
>>901080
Cybran has counter Intel boat. Its great. Abuse it.

UEF Mech Marines should run underwater slowly. Marine means water. Guess it makes too much sense. **shrug**
>>
>>901087
I mean more for cheeky Wagner shit, though parking a cheap underwater stealth source on some stationary things could be useful.
>Mech marine
Pretend it's evolved from setting equivalent "space marine" before ACUs were a thing.
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>>901092
Mech Marines are way too big for that.
>>
>>901093
Tanks also aren't usually the size of a city block anon.

That said, I dunno how the engine would handle it, but a "squad" of human size, (8-10 ft tall so you can at least see the speck on the map), robots that would basically be a T1 tank with shittier HP but the tiny hitbox means it's harder to hit, would be cool if only to flesh out the scale of the game better. I dunno how useful they'd actually be ingame unless you gave them some "infantry" themed things, like
>"dig in", basically become stationary with better range+regeneration but with some faction flavored trait, ie:Cybran stealths and equips a shorter range Sky Slammer gun and slightly better ROF boost than others, UEF shields and equips a beefy (for a T1... So maybe a t1 tank at most) slow firing anti-material rifle for the squad, Aeon gets a better range boost, Ayy Lmaos uhh idk get a radar or maybe a slow firing mortar
>Capture Structure, exactly what it says... But if it succeeds the unit(s) are destroyed as they storm the (presumably existing) maintenance tunnels/vents/whatever and hack the consoles inside. Maybe if you're feeling cheeky make them "garrison" said building so they can shoot their guns out of it or something. (just have the model clip inside of it, you can shoot through your own buildings), but if the building dies while they're garrisoning it they all die too
>Faction specific traits beyond that with the usual "UEF tanky, Cybran sneaky, (maybe give them that "move underwater at half speed"), Aeon slightly longer range, and Serpahim are the most expensive but just all around slightly better, (not by much).

That's probably too much effort to put into a T1 unit, but hey it'd be """""cool""""" and have a niche ingame I think if only to capture MEXes with a T1 tank.
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>>901127
And then they all die to a T1 bomber due to lower health and slower speed. And the infantry guns may not be strong enough to even matter.
>>
>>901934
Well yeah, they'd be weak but cheap "utility" units, not your T1 tank replacement. Something you mix in for extra damage and a chance to capture buildings/fortify areas with Dig In.
I'd make them about the same speed/DPS as a T1 tank too just because if they actually went Infantry speed they'd be utterly useless without transports, and if their guns were only as strong as a land scout that'd be even more pointless.

For balance/ease of coding reasons it'd effectively be a single unit, with a single unit hitbox which could have it's size adjusted as needed for balance, but basically their super low profile would make them better against direct fire but shit against anything with an arc, be that artillery gunships or bombers.

Basically,
>Cheaper than T1 tank, but not by much
>Less HP than T1 tank, by a good amount, but with a much lower profile, (with Dig In this goes to being slightly more durable than a T1 Tank)
>About on par DPS as a T1 tank, but as it's a crowd of soldiers shooting a higher effective ROF, again Dig In makes this better slightly, though the main reason for doing that is the defense buff+whatever faction gimmick
>Can Capture buildings without needing to haul an Engineer into a combat zone
So their "role" would be holding territory or capturing buildings. That's the only real way I can think to make them relevant outside the T1 LAB phase of the game, unless you also made T2 and T3 versions.
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>>902084
The low profile won't helps due to how accurate every unit is. At best they might get some usage in any sort of urban terrain without avenues large enough for normal units. And without any speed or maneuverability, they will get killed easily enough. And I don't see how these sort of units would help with capturing if they can't hack or even access the central computer. There's a reason engineers take a while to capture units, you are effectively replacing the command software and hardware to one you can control.
>>
How the fuck do you guys counter the gunship hell in operation mind games?
>>
>>826998
all I want is for this and it's predecessor to be patched to run better on modern hardware without having to put up with FAF's balance decisions and fanfic faction.
>>
>>901934
not to mention the utter rape a laser would inflict
>>
>>904027
Make a few mobile T1 AA, then rush T2 and spam flaks.
>>
>>904027
The expansion doesn't fuck around, on hard specially.
>>
>>900511
>FAF patched the game so much, its soul was lost.
I've never touched FAF and am still playing 3603 the way God intended.
>>
>>878501
Damn shame my boy, oh yes.
>>
this game, like most other basebuilding rts's, is gookclicker garbage that you will never be competitive in unless you are a gook who can pull off 1000000000 apm
>>
is planetary annihilation any good
>>
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>>904396
what
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>>904396
>>
>>904419
i liked it but i'm also easily amused and the only time i touched the PVP i got my ass kicked on a 1-planet map
main criticisms that people say is that planets don't feel planet-sized and i kinda agree, an airplane shouldn't be able to make a full lap around the equator in three seconds. also my PC chugs trying to load bigger systems, but it might be because my PC sucks.
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>>904396
Nope. Gookclick is not the problem with this game. Knowing what Base Operation to use on each map is. Anyone can learn BO's quickly.

Speed helps, but everything in the game moves slow and maps are huge.
>>
>>904027
Killed hex5 then qai sends a fuckton of air units, guess I have to over prepare again.
>>
>>900528
i've never seen that macro before
nearly lost
>>
>T3 Mass Fabs are useless from an economic perspective
BUT
>A T3 Land with T3 Mex and 3 T3 Fabs adjacent will create even Bricks for 1 Mass/sec
>A T3 Land with 4 T3 Fabs, (so you can plop it up anywhere), makes Bricks at 4 Mass/Sec
Obviously the discount isn't applied to engineers assisting the factory, but I could see having what's basically a factory pumping out free T3 units constantly, (in addition to the mass actually being net generated by the fabricators), but not assisting it hurts and the fact you just spent a ton of resources on what's basically a bomb (instead of more units to actually fight with) if the enemy get through with some Strats also hurts a lot.

Seems like something only really worth considering if you're somewhere like rear on Setons or otherwise don't have much risk of being attacked for a long while.
>>
>>910811
Crunched some numbers because of autism, so you can make a T3 factory that pumps out Bricks for 4 mass/tick, in addition to generating 60 mass/tick and a surplus of roughly 3k energy... For the low, low price of about 22k mass and "only" 677,200 energy. That's pretty much a Monkeylord worth of mass and double a Monkeylord's energy cost for a T3 factory that produces units for "free"+generates a ton of eco on top of it while being a highly volatile bomb. The mass+energy cost of that template include 2 T3 Shields, however you'd definitely want to put as many extras around it as you could afford since you just built a powder keg.

On the brightside, the template both scales very well, (it actually gets more efficient the bigger you scale it), and can be built anywhere there's enough flat ground, no need for MEXes or anything so you can build your giant bomb somewhere safe. Of course I feel like you're still better served by putting all that mass into RAS SACUs or an Experimental to try and just kill the enemy off with.

Also I didn't test it because why bother, but I believe one of these templates producing Bricks would actually be able to ctrl+K said Brick and reclaim it for a net gain of like 1k Mass. Seems to me like if you actually tried this shit you'd probably need those bricks on your frontline asap though since I feel like you'd get your shit pushed in while making your autism factory.
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>>911801
i fucking love this thread
>>
I'm playing campaign mode and got to mission 3 of the cybran nation story but I'm still not sure what the best way to capture bases is. I send in bombers but they almost always get shot down. My only strategy is to spam my land factories until I have 20 of every unit. what am I doing wrong?
>>
>>912457
Transports with Engineers and a Deceiver should be able to just sneak up to them and slap up some basic shielding+AA+PD without getting caught.
I don't think you want to capture all of them until you're ready to advance the mission though.
>>
I really wish transports had a button like Ferry that's basically "pick up all units here". It's a pain in the ass loading up large mixed unit groups and that's a shame because major airdrops are cool.
>Select group of transports
>Set "pickup units here" thing down, same functionality as Ferry except they don't automatically go drop stuff off unless you order them to
>Select mixed blob of T1 to T3 units
>Right click on Load Transports waypoint, all transports automatically fill themselves up but just idle afterwards, (ideally you'd queue "load transport>move to staging area")

Actually I never bothered to see if you can do that with Ferry waypoints if you just place a pickup but no destination point, maybe I'll test that after I'm free from the wage cage.
>>
>>912915
are all of those units available in campaign mode?
I guess I should have played the tutorial first as it had a lot of things that were not explained in the campaign like shift clicking to build or upgrading tech
>>
>>866644
I want to stick the tip of my spear in Dostya
>>
>>913225
Transports and engineers definitely are, but UHHH idk if deceivers are unlocked yet. I think they are tho.
>>
>>912918
>Select blob of units
>Simply shift-click all the transports being used in the airdrop and they'll automatically fill a transport then move on to the next one
Though it takes a bit for them to actually do it sometimes I notice.
>>
i recognize it as probably the coolest rts ever made but i couldnt get into it because
>couldnt find enough players that just barely started like me to grind with
>every match feels like me just kind of hanging in until i forget about one little thing that slowly costs me everything (teching up, expanding, countering an enemys unit, hidden base of enemy, rally point i forgot about marching units into death)
>watch some tutorials, spend time learning some technique. placements, or build, but a lot of it kind of goes out the window depending on the map or situation in multiplayer
>beat most of the campaign but felt like it was more about dying to the AIs next phase until i build the counter ahead of time rather than more applicable multiplayer skills
>too much going on, in actual gameplay it just feels like im watching a bunch of triangles and squares running into eachother, still havent gotten used to the size yet, can never find the time to stop obsessing over macro and just enjoy the actual battles
>ued is a cool generic terran race but all the other races seem goofy to me
but now its rts season for me and i will try again, any advice?
>>
>>914363
>>couldnt find enough players that just barely started like me to grind with
Doesn't matter, plenty of people playing for ages are dogshit at the game. I'd suggest concentrating on yourself improving rather than comparing yourself to others, there's always going to be someone better than you. A good game is one you meet whatever goals you set for yourself.
>>every match feels like me just kind of hanging in until i forget about one little thing
You win if you make less mistakes than your opponent. They're going through the same thing. You should prioritise which of those are the most important for the given situation and try not to let that slip up. Once it becomes natural you can move onto the next one.
Expansion will always be the most important one.
>>spend time learning some technique. placements, or build
That's just experience. Different priorities in different situations.
>campaign
SP has nothing to do with MP in any RTS. They're dogshit even as tutorials. Still fun of course, but forget everything for MP.
>> too much going on
Experience, prioritisation
>>enjoy the actual battles
You need to stay zoomed out to play well. Watch the replays if you want a cinematic experience. Winning a battle zoomed out is much more enjoyable than admiring some late 2000s graphics
> races
They're not that different but stick with UEF if that's what appeals to you.

Keep it up, anon
>>
is there no terraforming in supcom? it's my favorite feature in zero-k and i'm gonna be sad if it's not an option
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He's doing it again dude, ACU you ain't no tactical missile dude.
>>
this game has some of the least watchable replays of any rts game
to me it just looks like 4v4s are tug of war spam until somebody gets randomly nuked, i need more elaborate caster analysis of what the players are going for and why
>>
>>915578
Gyle is about the only caster from any vidya I actually regularly watch, he does a decent job of just keeping things interesting to watch.
Heaven also does the same thing, but instead of being Mr. Entertainment Caster he's a certified FaF autist so it's a bit different.

Gyle, who's more mr. entertainment caster-
https://www.youtube.com/watch?v=Lye_GEVLRu0, (Skip to 2:00 if you don't give a shit about the intro)

Heaven, who's mr. autism caster, (which also means he can explain more technical things about what strategies and such are being used, as Gyle is very openly not great at the game itself). (Also featuring Brink, who I think also casts/streams, but I don't watch his channel)
https://www.youtube.com/watch?v=3G6GycFk-Yg&list=PLxH0oefiZR_UVAc_pocWQ9PdmA9uBgf9R&index=2

I selected two videos at random so no idea if they're even good examples.
>>
>>915960
Gyle is pretty good though occasionally when he'll pay too much attention to minor things like who has the higher resource totals and miss some game changing event
that said though, a lot of these replays are almost painful to watch, not because of Gyle but because of just how horrifically bad the players are
>>
I like the air game, but the units just get swatted easily, I put them on patrol around the base, aggro onto a scout, follow them to their base and die before I could realize what happened, wasted mass.
>>
>>914363
Just be open about being brand new. Good players will accept this AS LONG AS they know in advance (before the match starts) so they can balance the teams appropriately.
>>
>>915960
>>917393
https://www.youtube.com/c/JaggedAppliance
you missed undeniably the best FAF caster of all time
>>
whats the playstyle of each faction
wheres the glossary of tricks to learn for each faction and builds
>>
>>919997
UEF=Big HP, """"turtle"""""
Cybran=sneaky, rush, units that can do extra stuff
Aeon=uhhh long range I guess, hard to blanket describe what all they do. I guess I'd say extreme unit specialization, their units are built to do one thing and suck at anything else.
Seraphim=again hard to describe shortly, I guess I'd say "the best" overall units but they're also more expensive.
>>
>>919997
The playstyle of all the factions is to expand aggressively, harass your enemy, scout, find underhanded ways of screwing people over, and build a big powerful economy. It doesn't matter what faction you're playing. They change unit tactics and force composition a bit, the overall strategy doesn't change.
>>
>>921016
the strategy for every faction is to get to the tier with your good unit as safely as possible and spam it
>>
>Selens have both Cloak and Stealth while also having half a LAB's damage
A cheeky move I'm surprised I don't see more is to park a group of Selens on Hold Fire near, not on, an enemy mex
>Have ambush set up in enemy territory, Selens are fast enough they won't need transporting on most maps
>wait for enemy engineer to waste the mass to build the mex
>kill the engi with your already in position cheeky selen squad right before it finishes
>kill off the mex
>relocate ambush squad somewhere else, repeat
alternatively
>do the same thing, but wait until the enemy spends the mass to upgrade the mex to T2, (though this is gonna need a lot of selens to actually kill it before the enemy reacts)
The only early-game omni that comes to mind is the ACU, so just be careful to park your sneak squad somewhere the ACU isn't likely to go.
>>
Played the campaign years ago, now looking to get back into SCFA and eventually into pvp. I liked to turtle and take it slow so the later missions will take hours for me. How does pvp look like and how many T1 engineers should I build in the early game?
>>
>>922530
>How does pvp look like
Extremely fun.
>how many T1 engineers should I build in the early game?
You should set them to be built on repeat. Initially out of one factory, then later on you want to add more factories. Ideally in the late game you want at least a few hundred engineers assisting your main factories.
>>
>>922535
I see....so throw almost everything from the campaign out of the window. Well it's to be expected
>>
>>922541
The campaign is broken garbage and has basically nothing to do with how the game actually plays. On top of that, the campaign actively runs on a different patch than the main game and has things like different costs for certain units / buildings.

In multiplayer you want to aggressively reclaim trees/rocks/etc, claim mass deposits, and build up your economy as fast as feasible without neglecting military force (so you don't get overrun). Once comfortable with that, you also want to launch raids and probing attacks on your enemy to tax their mental energy by adding more things they have to keep track of and react to (and, ideally, actually succeeding at these attacks and hamstringing their economy).
>>
>>826998
More than 10 hours of playtime and i haven't cleared out the first mission.
Im in love with this game already, can't wait to git gud
>>
Whats the story about the Renegade skin swap, it used to look good, now it looks like a scifi spaceship with sharp edges.
>>
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Something tells me that Asus is a Cybran fan.
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>>923412
Every game ever-
>The blocky faction with big HP
>The pointy faction with speed
>The ayy lmao faction with curvy stuff and lasers

Examples,
>Supcom
>Planetside
>Sins of a Solar Empire
>Phoenix Point
>Command an Conquer
I'm probably forgetting a lot too.
>>
What are your thoughts on that Sanctuary game?
>>
Barricades of walls, you cannot pass, son.
>>
>>923519
>Destroys your Great Wall of Canis with a single T1 mobile arty
Pshh, nothin personell, kid.
I wish you could make T2 and T3 walls without mods.
>>
>>923492
Might be cool. Just seems to be a SupCom clone with an updated engine. The unit design doesn't seem as charming.
>>
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>>923667
>SupCom with an updated engine
That's honestly a good enough selling point to me.
>>
>>923708
it's also a bunch of literal who indies doing it in Unity on patreon money vs industry vets making a custom engine with a multi million dollar budget, so we'll see
>>
>>923667
I find the lore less compelling, personally. I know that doesn't matter all that much if the gameplay's good, but I personally always like to actually have some emotional stake in an RTS I'm getting into, even if I stop caring much later on. Now my opinion could change as they unveil more details, but right now it doesn't seem very engaging compared to the UEF - Aeon - Cybran struggle.
>>
>>924106
the unit and lore design of the factions is the weakest part of supreme commander compared to every other flagship rts game
the only positive is they are so bland that they can get away with more generic units that fulfill the same role as their predecessor each tier, and also add on more races that are barely slightly different than eachother also partly due to everything being robotic as is
>>
>>925081
>the unit and lore design of the factions is the weakest part of supreme commander compared to every other flagship rts game
Gonna have to be a hard disagree there, chief. Obviously, they're much worse than StarCraft, because StarCraft - despite its many failings - had excellent story and lore (probably the reason it became so popular initially, which laid the foundations for becoming the e-sport) and doesn't compare to franchise tie-in games like BFME or Dawn of War simply because they have better developed, pre-existing settings, but compared to pretty much all other RTS settings SupCom's pretty great.
>>
>>925099
You could argue every unit being a mindless killbot as a good thing or a bad thing.
>Good
All the "charm" or "personality" is in the enemy/allied commander, not the units themselves.
>Bad
Too bad 90% of the characters are
>rar im gonna genocide you >:(((

That's certainly true for, say, Chaos in Dawn of War, but at least the waves of violently insane murderers had some personality to make up for it.

>Click on Rhino
>[mechanical whirring]
vs
>Click on Heretic squad
>Depending on what they're doing, either-
>Idle "What's your Orders"
>if Stealthed, "Be sneaky bois"
>If in combat, "KILL EM ALL"
>If getting ass-rammed, "HELP US DARK GODS!"
https://www.youtube.com/watch?v=GJa7JV_QCzI
>>
>>925119
>Guardsmen Squad have specific voice lines for taking cover behind plants/ruins/sandbags
>"The pipes are blocking line of sight!"
>"Enemy is using flamethrowers!", (which ignore cover, a good thing to know if your entrenched squad starts getting cooked)
>Squad will call out if they spot enemies, including specifically calling out if they see enemy commanders or other high value targets
I suppose that could get annoying in a game with the scale of Supcom, but it both adds a lot of """soul""" but is legitimately useful info.
>>
>>925119
Well, for me I'm not thinking about the units but the factions behind them. The UEF, the Cybran Nation, the Aeon Illuminate. Their struggle is simple but compelling. The Cybran are fighting for independence and trying to keep the war between the UEF and Aeon balanced. The Aeon are trying to crush the UEF due to past grievances and to exterminate the Cybran due to seeing them as abominations. The UEF are trying to reassert Earth's dominance over humanity. Simple but compelling motivations.

With Sanctuary, it's like... who are these guys? What are they fighting over? Why do we care? Maybe we'll find out later but right now there's nothing engaging.
>>
>>925129
I haven't bothered to read the ""lore"" but from my understanding it's a similar premise of
>"original" human faction
>"Human+" faction
>Third-party faction that's coming in and interfering with the war
How much character each faction has I dunno.
In fact that also describes Sins of a Solar Empire now that I typed it out.
>>
>>919112
What makes him better than, say, Gyle?
>>
>>923467
yes, it's an easy way to transmit visual information
plus, pointyness usually means speed (lower air resistance) and chrome curves are just shorthand for "we have such advanced tech we can afford to look stylish, even if it's less practical"
>>
supreme commander 2 really doesnt seem that bad
>>
>>925709
If it had not been named "Supreme Commander" ot would have been fine.
>>
>>925433
jagged actually plays the game at a high level, and sees important details when watching a game. gyle is a noob and sounds like he should be a cricket commentator or something, has no idea what to look out for and consistently points out insignificant details
>>
>>926049
Okay, but that doesn't necessarily detract from his entertainment factor. How entertaining is Jagged by comparison?
>>
>>926057
very
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>>926064
I'm watching his most recent video and it feels like he took a Xanax before filming. Is he always this laid back?
>>
>>927116
no gyle just smokes crack





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