Supreme Commander Walkthrough :
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Walkthrough - FAQ/Walkthrough/~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~\ !+------------------------------+! !|ROBYRT'S SUPREME COMMANDER FAQ|! !| FAQ VERSION 1.41 |! !| FOR VERSION 3260 |! !+------------------------------+! \~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~/ ------------ INTRODUCTION ------------ This Supreme Commander FAQ is not focused on the storyline or flavorful aspects of the game, but on the technical and data-driven aspects. It's a reference for those of us who want to know what's happening under the hood of the game, how to tweak the last ounce of usefulness out of our units, how to beat that unsolvable campaign two different ways. If you have any questions, corrections or additions, please direct them to robyrt@marney.org. TERMINOLOGY: Throughout this guide, "Commander" and "ACU" are used interchangeably, as are "Subcommander" and "SCU". Anti-air is sometimes abbreviated to "AA". Resource costs are usually put in terms of M, E, T: Mass, Energy, Time to build. Each unit of time (T) is 1 second for a unit with build speed 1. For example, the Commander has build speed 10, so he can build a unit with cost T300 in 300/10 = 30 seconds, and if its mass cost is M60, he uses 2 mass/sec. VERSION HISTORY: 0.1: Outline concepted and upgrades started, 2/20/07 0.2: Adjacency bonus system, 2/21/07 0.3: Outline separated into factions, 2/21/07 0.4: Unit data ported in and cleaned, 2/21/07 0.5: Upgrade sections completed, 5.4 added, unit abilities fixed, 2/22/07 0.6: Campaign outline written, mission 1,2 done, unit data cleaned, 2/24/07 0.7: UEF campaign finished, 2/25/07 0.8: Cybran campaign finished, 2/26/07 0.81: Aeon missions 1-3, Build Mode cleanup, 2/27/07 0.82: Data changed to reflect patch 3217, 2/28/07 0.9: Aeon campaign finished, 2/28/07 1.0: Side comparisons section inserted, 2/29/07 1.1: Minor fixes, UEF unit writeups finished, 3/3/07 1.2: Cybran unit writeups finished, Tab keys added to controls, 3/3/07 1.3: Aeon unit writeups finished, corrections to UEF campaign, 3/5/07 1.31: Minor fixes and cleanups throughout, 3/6/07 1.4: Update throughout for patch 3251; new interface commands added 5/22/07. 1.41: Update throughout for patch 3260, 8/1/07 ----------------- TABLE OF CONTENTS ----------------- 1. Controls 1.1. Selecting Units 1.2. Giving Orders 1.3. Building 1.4. Camera and Interface 2. UEF Units 2.1. UEF Land Units 2.1.1. Tier 1 Land Units 2.1.2. Tier 2 Land Units 2.1.3. Tier 3 Land Units 2.2. UEF Air Units 2.2.1. Tier 1 Air Units 2.2.2. Tier 2 Air Units 2.2.3. Tier 3 Air Units 2.3. UEF Naval Units 2.3.1. Tier 1 Naval Units 2.3.2. Tier 2 Naval Units 2.3.3. Tier 3 Naval Units 2.4. UEF Defenses 2.4.1. Tier 1 Defenses 2.4.2. Tier 2 Defenses 2.4.3. Tier 3 Defenses 2.5. UEF Economy 2.5.1. Tier 1 Economy 2.5.2. Tier 2 Economy 2.5.3. Tier 3 Economy 2.6. UEF Experimental Units 2.7. UEF Upgrades 2.7.1. Commander 2.7.2. Subcommander 3. Cybran Units 3.1. Cybran Land Units 3.1.1. Tier 1 Land Units 3.1.2. Tier 2 Land Units 3.1.3. Tier 3 Land Units 3.2. Cybran Air Units 3.2.1. Tier 1 Air Units 3.2.2. Tier 2 Air Units 3.2.3. Tier 3 Air Units 3.3. Cybran Naval Units 3.3.1. Tier 1 Naval Units 3.3.2. Tier 2 Naval Units 3.3.3. Tier 3 Naval Units 3.4. Cybran Defenses 3.4.1. Tier 1 Defenses 3.4.2. Tier 2 Defenses 3.4.3. Tier 3 Defenses 3.5. Cybran Economy 3.5.1. Tier 1 Economy 3.5.2. Tier 2 Economy 3.5.3. Tier 3 Economy 3.6. Cybran Experimental Units 3.7. Cybran Upgrades 3.7.1. Commander 3.7.2. Subcommander 3.7.3. Shield Generator 4. Aeon Units 4.1. Aeon Land Units 4.1.1. Tier 1 Land Units 4.1.2. Tier 2 Land Units 4.1.3. Tier 3 Land Units 4.2. Aeon Air Units 4.2.1. Tier 1 Air Units 4.2.2. Tier 2 Air Units 4.2.3. Tier 3 Air Units 4.3. Aeon Naval Units 4.3.1. Tier 1 Naval Units 4.3.2. Tier 2 Naval Units 4.3.3. Tier 3 Naval Units 4.4. Aeon Defenses 4.4.1. Tier 1 Defenses 4.4.2. Tier 2 Defenses 4.4.3. Tier 3 Defenses 4.5. Aeon Economy 4.5.1. Tier 1 Economy 4.5.2. Tier 2 Economy 4.5.3. Tier 3 Economy 4.6. Aeon Experimental Units 4.7. Aeon Upgrades 4.7.1. Commander 4.7.2. Subcommander 5. Faction Comparison 5.1. Land Units 5.2. Air Units 5.3. Naval Units 5.4. Defenses 5.5. Economy 5.6. Experimental Units 5.7. Upgrades 6. Campaigns 6.1. UEF Campaign 6.1.1. Operation Black Earth 6.1.2. Operation Snow Blind 6.1.3. Operation Metal Shark 6.1.4. Operation Vaccine 6.1.5. Operation Forge 6.1.6. Operation Stone Wall 6.2. Cybran Campaign 6.2.1. Operation Liberation 6.2.2. Operation Artifact 6.2.3. Operation Defrag 6.2.4. Operation Mainframe Tango 6.2.5. Operation Unlock 6.2.6. Operation Freedom 6.3. Aeon Campaign 6.3.1. Operation Joust 6.3.2. Operation Machine Purge 6.3.3. Operation High Tide 6.3.4. Operation Entity 6.3.5. Operation Shining Star 6.3.6. Operation Beginnings 7. Economy 7.1. Starting Builds 7.2. Adjacency Bonuses 7.2.1. How They Work 7.2.2. The Numbers 7.3. Build Mode 7.3.0. Universal Hotkeys 7.3.1. Commander 7.3.2. Tier 1 Engineer 7.3.3. Tier 2 Engineer 7.3.4. Tier 3 Engineer 7.3.5. Land Factory 7.3.6. Air Factory 7.3.7. Naval Factory 7.3.8. Quantum Gateway 8. Credits =========== 1. CONTROLS =========== Most controls are intuitive and/or covered by the tutorial, but there are a couple quirks to make note of. Note that all modifiers (Shift, Ctrl, Alt, etc.) can be freely combined, except where otherwise stated. One particularly useful shortcut the manual lacks is: Ctrl + Z: Select all units of the selected type(s) on the map. For example, if bombers are group 4, pressing 4, Ctrl+Z, Ctrl+4 at any time will make sure all your bombers are in group 4 so they can strike when the time is right. You could also zoom out, double-click a bomber, and Ctrl+4. -------------------- 1.1. SELECTING UNITS -------------------- Left Click: Select unit Double Left Click: Select all units of this type on screen Left Click on nothing: Deselect all units Left Click and drag: Select all units in this box * If your selection is primarily mobile units, only the mobile units will be selected. The game will also guess which type of unit you meant. 1: Select all units in Group 1 Ctrl + 1: Set selected units as Group 1 Shift + 1: Add group 1 to your selection Shift + Ctrl + 1: Select the factories in Group 1 * All 10 number keys work for making/selecting groups. * Units can belong to multiple groups. * Your groups will appear as icons on the right side of the screen. * When selecting a group, factories will not be selected by default. * Factories give their group numbers to units they build. Shift + click on unit icon: Add idle engineer to this group Ctrl + X: Select all units and buildings Ctrl + A: Select all air units Ctrl + S: Select all sea units Ctrl + L: Select all land units Ctrl + B: Select all engineers and the Commander Ctrl + Z: Select all units of this type on the map Ctrl + C: Select all units and buildings on screen Ctrl + Period: Select all engineers on screen Ctrl + H: Select all factories on screen Comma: Go to Commander Alt + Comma: Select Commander Period: Go to nearest idle engineer Alt + Period: Select nearest idle engineer Shift + Period: Cycle through idle engineers H: Select nearest factory Ctrl + Shift + L: Select nearest land factory Ctrl + Shift + A: Select nearest air factory Ctrl + Shift + S: Select nearest naval factory ------------------ 1.2. GIVING ORDERS ------------------ Right Click: Give default order * On terrain: Move * On enemies: Attack * Engineers will Capture enemies instead. * On allies or construction: Assist * Engineers will Repair construction instead. * Transports will Transport allied units instead. * On transports: Transport * On ferry points: Transport * Transports will Ferry from that ferry point instead. * On a Move waypoint: Patrol (UNDOCUMENTED) * On an Attack waypoint: Coordinated Attack * Coordinated Attacks must be issued in reverse order of speed: artillery first, aircraft last. All groups will attack simultaneously. Right Click and hold: Move in formation Ctrl + Right Click: Move in default formation * While holding Right Click, press Left Click to cycle through formations. * Taking formation takes priority over arriving at the location. Units at the front may actually go backwards to accomplish this. Ctrl + Alt + Right Click: Attack Move Attack + Left Click on ground: Attack Move * Attack Move instructs units to pursue enemies before completing their move order. It is denoted as a red line with a blue Move waypoint. Shift + Right Click: Queue this command after the current one Shift + Left Click and hold on a command: Move the location of this command R: Repair E: Reclaim P: Patrol * Engineers set to Patrol will automatically Repair and Reclaim. A: Attack C: Capture S: Stop D: Dive / Surface F: Ferry * A transport told to Ferry will create a ferry beacon at its current location and start ferrying units to the chosen destination. I: Assist * Engineers and the Cybran Mantis will Repair units they are assisting. * Other units will deploy in protective formation around the unit. * Factories will take on the build queue and default orders of the factory they are assisting. * Transports assisting a factory will transport to help carry out the default orders of the factory. * Air units assisting a ferry beacon will attempt to help ferry. M: Move U: Transport * Press Transport once to load and again to unload. Z: Pause Construction * Pausing constructions O: Overcharge L: Launch Tactical Missile N: Nuke [: Toggle Fire State (left bracket) * Toggles between Fire At Will, Hold Fire and Hold Ground. Ctrl + K: Kamikaze (Suicide) There are no shortcuts for upgrading units, toggling on/off cloaking and stealth, sacrificing, docking, or ordering factories to repeat orders; they must be manually clicked in the interface or Build Mode. ------------- 1.3. BUILDING ------------- Left Click on unit picture: Build 1 unit/structure Shift + Left Click: Build 5 units Right Click: Cancel building 1 unit/structure Shift + Right Click: Cancel building 5 units/structures Left Click on the map and hold: Build structures in this line Shift + Ctrl + Right Click on a structure outline: Cancel building this structure B: Toggle Build Mode * In Build Mode, keyboard shortcuts refer to each individual building. * For more about Build Mode, see later sections of this guide. Esc: Exit Build Mode ------------------------- 1.4. CAMERA AND INTERFACE ------------------------- Space Bar and hold: Move camera freely Q: Zoom In W: Zoom Out Ctrl + Q: Zoom In Fast Ctrl + W: Zoom Out Fast T: Track unit Ctrl + Shift + T: Track unit on minimap Ctrl + Alt + T: Track unit on 2nd screen Tab: Go to next saved camera position Shift+Tab: Save this camera position Ctrl+Tab: Delete camera position Ctrl+V: Set this camera position as the default view V: Reset camera Ctrl + F: Take screenshot Y: Open Minimap menu Markers for Allies: F5: Mark location as "General Alert" F6: Mark location as "Move" F7: Mark location as "Attack" * These three markers disappear after 10 seconds. F8: Custom marker for location Shift + Ctrl + Right Click: Remove custom marker Shift + Left Click and drag: Move custom marker (allies can do this) Esc: Open Escape menu * In the campaign or skirmish, this will pause the game. Alt + Up Arrow or Alt + Down Arrow: Toggle UI There are four possible UIs: Default: Bottom of the screen Left side of the screen Right side of the screen Minimalist: Small and transparent at the bottom of the screen Ctrl + Alt + F1: Toggle UI on/off Alt + L: Toggle lifebars on/off Ctrl + N: Rename unit Home: Split screen on End: Split screen off PageUp: Scroll up 1 page through chat history PageDown: Scroll down 1 page through chat history Shift + PageUp: Scroll up 1 line through chat history Shift + PageDown: Scroll down 1 line through chat history Ctrl + W: Toggle military overlay (shows weapon ranges) Ctrl + E: Toggle defense overlay (changes icon colors) Ctrl + R: Toggle economy overlay (shows resource usage) Ctrl + T: Toggle intel overlay (shows radar ranges) F1: Toggle objectives window F2: Toggle scores F3: Toggle transmission log F4: Toggle diplomacy window F11: Toggle connectivity window F12: Show Key Bindings Screen Pause: Pause game Minus on numpad: Decrease game speed Plus on numpad: Increase game speed Star on numpad: Reset game speed to +0 ============ 2. UEF UNITS ============ The UEF's unique units are the 3 experimentals and the T3 air Heavy Gunship. UEF standard armaments are traditional shells and guns. They tend to have more armor and less speed than other factions' equivalent units. UEF can use a good mix of land units to combat other races' single unit swarms early on, then establish an advantage with its T3 siege bots and Heavy Gunship. They lack a T3 carrier because their T4 sea unit is a carrier anyway. The UEF ACU has a variety of defensive upgrades, from shields to missiles to enhanced regen ability. ------------------- 2.1. UEF LAND UNITS ------------------- 2.1.1. TIER 1 LAND UNITS ~~~~~~~~~~~~~~~~~~~~~~~~ ENGINEER Armor: 150hp Abilities: Engineering Suite, Amphibious Economy: M52 (storage: 5), E260 (storage: 10), T130, build rate: 5 Intel: sight: 18 (352m) Physics: max speed: 1.5 (29.3m/s), turn rate: 90 Veterancy: unknown veteran level 2: +38 hp, veteran level 4: +38 hp, veteran level 5: repair 2 hp/s The basic Engineer is invaluable for early expansion, for reclaiming map features, and for setting up preliminary defenses / radar towers. The UEF engineer has more health, but not enough to let it survive against anything. SNOOP - LAND SCOUT Armor: 29hp Abilities: Radar Economy: M12, E80, T40 Intel: sight: 24 (469m), radar: 75 (1.46km) Physics: max speed: 4.5 (87.9m/s), turn rate: 80 Veterancy: 5, 10, 25, 50, 100 kills veteran level 2: +7 hp, veteran level 4: +7 hp, veteran level 5: repair 2 hp/s Weapons: Tom Cat Machinegun (Direct Fire, Normal): 1.00 dps, range: 10 (195m) projectile weapon: 2 damage rate of fire: 0.5 (every 2s) veteran level 1: +1 damage, veteran level 3: +1 damage Don't be fooled by the gun - a Land Scout provides radar support and that's it. Place one at a choke point or likely area of approach and you won't have to build an early radar system in your base, freeing up an Engineer for real jobs. If you see an undefended Mass Extractor, send a light assault bot instead. MECH MARINE - LIGHT ASSAULT BOT Armor: 75hp Cost: M28, E140, T70 Intel: sight: 18 (352m) Physics: max speed: 3.4 (66.4m/s), turn rate: 180 Veterancy: 5, 10, 25, 50, 100 kills veteran level 2: +18 hp, veteran level 4: +18 hp, veteran level 5: repair 2 hp/s Weapons (can fire from transport): Tom Cat Machinegun (Direct Fire): 16.50 dps, range: 14 (273m) projectile weapon: 22 damage rate of fire: 0.75 (every 1.33s) veteran level 1: +6 damage, veteran level 3: +6 damage The Mech Marine is a relatively unimpressive assault bot; it's best used in small groups for raiding parties, to harass the enemy economy. Their only use past the first 5 minutes is as part of air transport raiding parties, as they can fire while still being transported to make a T1 gunship. MA12 STRIKER - MEDIUM TANK Armor: 300hp Cost: M50, E250, T125 Intel: sight: 20 (391m) Physics: max speed: 3.4 (66.4m/s), turn rate: 45 Veterancy: 5, 10, 25, 50, 100 kills veteran level 2: +73 hp, veteran level 4: +73 hp, veteran level 5: repair 2 hp/s Weapons: Gauss Cannon (Direct Fire): 24.00 dps, area: 1 (19.5m), range: 18 (352m) projectile weapon: 24 damage rate of fire: 1 (every 1s) veteran level 1: +6 damage, veteran level 3: +6 damage The Medium Tank is your main assault unit - it has plenty of health, it's fast and cheap, and it fires quickly enough to hit other T1 units in a land battle. Be aware that its range is not very good, so you'll need to back them up with Lobos to fight anything bigger than another medium tank. LOBO - MOBILE LIGHT ARTILLERY Armor: 205hp Abilities: ShellCam: Rounds Uncover Fog of War Cost: M36, E180, T90 Intel: sight: 18 (352m) Physics: max speed: 2.8 (54.7m/s), turn rate: 40 Veterancy: 5, 10, 25, 50, 100 kills veteran level 2: +51 hp, veteran level 4: +51 hp, veteran level 5: repair 2 hp/s Weapons: Fragmentation Artillery (Artillery): 60.00 dps, area: 1 (19.5m), range: 5 (97.7m) - 30 (586m) projectile weapon: 120 damage x 5 projectiles = 600 damage per salvo rate of fire: 0.1 (every 10s) veteran level 1: +30 damage, veteran level 3: +30 damage The UEF light artillery is a wonderful unit. That 60 damage is misleading, as only huge units will be hit by all the projectiles, but the artillery shots have a wide enough area that they can crush assault bots and Aeon light tanks with the area of effect. They keep your Strikers from being overwhelmed and help out immensely against point defenses. ARCHER - MOBILE ANTI-AIR GUN Armor: 205hp Cost: M28, E140, T70 Intel: sight: 18 (352m) Physics: max speed: 2.8 (54.7m/s), turn rate: 40 Veterancy: 5, 10, 25, 50, 100 kills veteran level 2: +51 hp, veteran level 4: +51 hp, veteran level 5: repair 2 hp/s Weapons: Linked Railgun (Anti Air): 4.00 dps, range: 32 (625m) projectile weapon: 2 (base damage) x 2 projectiles = 4 damage per salvo rate of fire: 1 (every 1s) veteran level 1: +1 damage, veteran level 3: +1 damage Frankly, the Archer is terrible. It can barely hit an air transport, let alone a bomber squad tearing your tanks apart. Build interceptors instead. 2.1.2. TIER 2 LAND UNITS ~~~~~~~~~~~~~~~~~~~~~~~~ T2 ENGINEER Armor: 734hp Abilities: Engineering Suite, Amphibious Cost: M160 (storage: 10), E800 (storage: 50), T400, build rate: 10 Intel: sight: 20 (391m) Physics: max speed: 1.4 (27.3m/s), turn rate: 82 Transport: class: 2 Veterancy: unknown veteran level 2: +184 hp, veteran level 4: +184 hp, veteran level 5: repair 2 hp/s The T2 Engineer represents a very worthwhile increase in performance and build capability over T1 Engineers. You'll want them for T2 power generators as well as their vast array of defensive options. They build twice as fast, and although their armor is still low, it's enough so that a couple patrolling T1 units won't kill it if it keeps moving. PILLAR - HEAVY TANK Armor: 1200hp Cost: M160, E800, T400 Intel: sight: 23 (449m) Physics: max speed: 3.2 (62.5m/s), turn rate: 55 Transport class: 2 Veterancy: 15, 30, 75, 150, 300 kills veteran level 2: +300 hp, veteran level 4: +300 hp, veteran level 5: repair 2 hp/s Weapons: Gauss Cannon (Direct Fire): 56.00 dps, radius: 1.5 (29.3m), range: 23 (449m) projectile weapon: 28 damage x 2 projectiles = 56 damage per salvo rate of fire: 1 (every 1s) veteran level 1: +7 damage, veteran level 3: +7 damage The Pillar is a perfectly serviceable heavy tank, and the backbone of your T2 land forces. Its chief virtue is its high health, and its ballistic cannon can catch more units with its area of effect than it looks. They'll still die to T3 assault bots, but they can push back enemy forces until then. SKY BOXER - MOBILE AA FLAK ARTILLERY Armor: 1000hp Cost: M160, E800, T400 Intel: sight: 20 (391m) Physics: max speed: 2.8 (54.7m/s), turn rate: 27 Transport class: 2 Veterancy: 15, 30, 75, 150, 300 kills veteran level 2: +250 hp, veteran level 4: +250 hp, veteran level 5: repair 2 hp/s Weapons: Fragmentation Flak (Anti Air): 14.40 dps, area: 2 (39.1m), range: 40 (781m) projectile weapon: 3.6 damage x 2 projectiles = 7.2 damage per salvo rate of fire: 2 (every 0.5s) veteran level 1: +1 damage, veteran level 3: +1 damage Mobile flak guns are a good precaution if you suspect your enemy of having gunships and you're not confident in your ability to win an interceptor battle. You don't need a whole lot of them, as their very presence will make bombers obsolete, but they remain useful as support for T3 units. FLAPJACK - MOBILE MISSILE LAUNCHER Armor: 264hp Cost: M240, E1600, T800 Intel: sight: 18 (352m) Physics: max speed: 2.8 (54.7m/s), turn rate: 27 Transport class: 2 Veterancy: 15, 30, 75, 150, 300 kills veteran level 2: +66 hp, veteran level 4: +66 hp, veteran level 5: repair 2 hp/s Weapons: Long Range Cruise Missile (Missile): 47.00 dps, area: 1 (19.5m), range: 50 (977m) projectile weapon: 470 damage rate of fire: 0.1 (every 10s) veteran level 1: +118 damage, veteran level 3: +118 damage Unlike other factions, the UEF's mobile missile launcher is mainly an artillery piece: a pack of them can lay waste to even shielded defenses because they have a big payload in a single rocket. Don't expect them to win land battles alone, though, as they have paper armor. They have the same range as your T2 Point Defenses, so they can usually engage point defenses without losing too many comrades to the adjacent defenses. RIPTIDE - AMPHIBIOUS TANK Armor: 734hp Abilities: Hover Cost: M120, E900, T600 Intel: sight: 20 (391m) Physics: max speed: 4 (78.1m/s), turn rate: 23 Transport class: 2 Veterancy: 15, 30, 75, 150, 300 kills veteran level 2: +184 hp, veteran level 4: +184 hp, veteran level 5: repair 2 hp/s Weapons: Hells Fury Riot Gun (Direct Fire): 72.00 dps, range: 18 (352m) projectile weapon: 12 damage x 2 projectiles = 24 damage per salvo rate of fire: 3 (every 0.33s) veteran level 1: +3 damage, veteran level 3: +3 damage The Riptide does a lot of damage and it's very fast, but its range is its undoing. They build very slowly, they can't go head-to-head with other T2 units or even a large mob of T1 ground units, and they can't defeat land defenses at all. So use them as surprise attackers, coming in from behind and destroying mass extractors and stray engineers. A huge amphibious assault is difficult to stop, especially if the enemy has focused on subs instead of frigates. PARASHIELD - MOBILE SHIELD GENERATOR Armor: 150hp Shield: 3000hp (size: 16 (313m), recharge time: 18) Cost: M120, E900 (-100), T600 Intel: sight: 20 (391m) Physics: max speed: 2.8 (54.7m/s), turn rate: 27 Transport class: 2 veteran level 2: +38 hp, veteran level 4: +38 hp, veteran level 5: repair 2 hp/s The UEF's mobile shield generator is awkward and a big energy hog, but it really helps against opposing land forces or defenses. The shield will buy you time, and that's what you need - have one for each set of real land units. While they can still help at T3, they're mostly there to protect your more vulnerable units like artillery and mobile flak guns. 2.1.3. TIER 3 LAND UNITS ~~~~~~~~~~~~~~~~~~~~~~~~ T3 ENGINEER Armor: 1500hp Abilities: Engineering Suite, Amphibious Cost: M490 (storage: 20), E3150 (storage: 200), T1050, build rate: 15 Intel: sight: 26 (508m) Physics: max speed: 1.4 (27.3m/s), turn rate: 70 Transport class: 3 veteran level 2: +375 hp, veteran level 4: +375 hp, veteran level 5: repair 2 hp/s The T3 Engineer shows up much more frequently than the other engineers; one should always be the first thing out of your factory. They can jumpstart your economy, assist factories at a useful rate, and get you into the endgame. It's never bad to have too many engineers. Plus, if they're sent to build defenses or repair a crucial target, they'll last much longer under enemy fire. Unfortunately, these guys are very slow - half as fast as T2 support units. TITAN - SIEGE ASSAULT BOT Armor: 2200hp Shield: 2500hp (size: 2.5 (48.8m), regen rate: 167, regen start time: 45, recharge time: 60) Abilities: Shield Cost: M480, E3840 (-25), T1200 Intel: sight: 25 (488m) Physics: max speed: 2.9 (56.6m/s), turn rate: 146 Transport class: 3 Veterancy: 30, 60, 150, 300, 600 kills veteran level 2: +550 hp, veteran level 4: +550 hp, veteran level 5: repair 2 hp/s Weapons: Heavy Plasma Cannon (Direct Fire): 100.00 dps, range: 25 (488m) projectile weapon: 50 damage rate of fire: 2 (every 0.5s) veteran level 1: +13 damage, veteran level 3: +13 damage The Titan's gun is actually not very powerful; its main strength is in its shield, which allows it to survive lopsided conflicts without losing any health whatsoever. Siege bots are Commander killers, says the tutorial, and that's true - as long as you can get them past their defenses and their own land forces. They don't win wars for you automatically, but you can feel safe building them in huge quantities no matter what your mission will be. DEMOLISHER - MOBILE HEAVY ARTILLERY Armor: 945hp Abilities: Deploys: Immobile While Firing Cost: M800, E8000, T2400 Intel: sight: 26 (508m) Physics: max speed: 2.6 (50.8m/s), turn rate: 20 Transport class: 3 Veterancy: 30, 60, 150, 300, 600 kills veteran level 2: +236 hp, veteran level 4: +236 hp, veteran level 5: repair 2 hp/s Weapons: Anti Matter Artillery (Artillery): 70.00 dps, area: 3.5 (68.4m), range: 25 (488m) - 70 (1.37km) projectile weapon: 1400 damage rate of fire: 0.05 (every 20s) veteran level 1: +350 damage, veteran level 3: +350 damage Mobile heavy artillery is good for only one thing: cracking a well-defended base. They outrange T2 point defense but not T2 artillery, so make sure to target those first. They're totally helpless against enemy land or air units, although they have enough health that they won't all die if you have enough siege bots to protect them. When you're about to build a group, think this: "Which would I rather have: 5 artillery guns or 10 siege bots?" If you think you may encounter any resistance on legs that's faster than a Colossus, the answer should be "10 siege bots". ------------------ 2.2. UEF AIR UNITS ------------------ 2.2.1. TIER 1 AIR UNITS ~~~~~~~~~~~~~~~~~~~~~~~ ENGINEER HUMMINGBIRD - AIR SCOUT Armor: 5hp (Light) Cost: M16, E640, T160 Intel: sight: 64 (1.25km) Physics: max speed: 17 (332m/s), turn rate: 100, elevation: 20 (391m) Transport class: 1 veteran level 2: +1 hp, veteran level 4: +1 hp, veteran level 5: repair 1 hp/s Weapons: Air Crash (Death): 10 damage, area: 1 (19.5m) The Air Scout is extremely inexpensive, and it's this virtue that makes it useful. While an interceptor will often get farther into an enemy base, a single air scout in your build queue will let you stockpile a set of scouts that can crisscross the map looking for a lightly defended way in, and for exactly 1 mass per second. CYCLONE - INTERCEPTOR Armor: 20hp (Light) Cost: M38, E2280, T380 Intel: sight: 32 (625m) Physics: max speed: 19 (371m/s), elevation: 18 (352m), engage distance: 50 (977m) Transport class: 1 Veterancy: 5, 10, 25, 50, 100 kills veteran level 2: +5 hp, veteran level 4: +5 hp, veteran level 5: repair 1 hp/s Weapons: Linked Railgun (Anti Air): 20.00 dps, range: 20 (391m) projectile weapon: 20 damage rate of fire: 1 (every 1s) veteran level 1: +5 damage, veteran level 3: +5 damage Air Crash (Death): 25 damage, area: 1 (19.5m) Interceptors are the bread and butter of your air defense. They're fast, effective, and cheap, meaning you can set Engineers to build more without having to pause your other projects. I recommend having one Air Factory set to build infinite interceptors for the entire game. SCORCHER - ATTACK BOMBER Armor: 20hp (Light) Cost: M144, E2880, T480 Intel: sight: 32 (625m) Physics: max speed: 12 (234m/s), elevation: 18 (352m), engage distance: 50 (977m) Transport class: 2 Veterancy: 5, 10, 25, 50, 100 kills veteran level 2: +5 hp, veteran level 4: +5 hp, veteran level 5: repair 1 hp/s Weapons: Napalm Carpet Bomb (Bomb): 150.00 dps, area: 2.5 (48.8m), range: 3 (58.6m) projectile weapon: 60 (15 times 4 damage over 2 seconds) x 5 projectiles = 300 damage per salvo rate of fire: 0.5 (every 2s) veteran level 1: +15 damage, veteran level 3: +15 damage Air Crash (Death): 100 damage, area: 1 (19.5m) The UEF attack bomber is just fine for what it does: create an early threat that forces the opponent to send out his interceptors. If you don't have the breathing room to upgrade your air factory to high levels, you can produce big packs of bombers that turn a failed attack on the Commander into a success. Just make sure you're not sending them through any kind of air defense that's higher than T1 turrets or Cybran mobile anti-air. C-6 COURIER - LIGHT AIR TRANSPORT Armor: 90hp (Light) Abilities: T1 Transport: Carries T1-T3 Land Units Cost: M120, E4800, T600 Intel: sight: 32 (625m) Physics: max speed: 15 (293m/s), elevation: 10 (195m) Transport class: 10, class 2 attach size: 2, class 3 attach size: 4 veteran level 2: +23 hp, veteran level 4: +23 hp, veteran level 5: repair 1 hp/s The advantage of having an early air transport is twofold: you can airlift your assault bots and have a flying gunship to kill enemy T1 forces, or you can make more perilous drops of units or engineers behind enemy lines. Don't rely on them to live beyond one drop, though; they're mostly there to strike fear into the hearts of your enemies rather than actually deliver the victory. It transports 6 T1 units, 3 T2 units, or 1 T3 unit. 2.2.2. TIER 2 AIR UNITS ~~~~~~~~~~~~~~~~~~~~~~~ T2 ENGINEER JANUS - BOMBER Armor: 75hp (Light) Cost: M432, E8640, T1440 Intel: sight: 32 (625m) Physics: max speed: 12 (234m/s), elevation: 18 (352m), engage distance: 50 (977m), turn speed: 0.6 Transport class: 3 Veterancy: 5, 10, 25, 50, 100 kills veteran level 2: +19 hp, veteran level 4: +19 hp, veteran level 5: repair 1 hp/s Weapons: Napalm Carpet Bomb (Normal): 480.00 dps, area: 2.5 (48.8m), range: 40 (781m) projectile weapon: 15x8 damage over 1s x 8 projectiles = 960 damage rate of fire: 0.5 (every 2s) veteran level 1: +30 damage, veteran level 3: +30 damage Air Crash (Death): 200 damage, area: 1 (19.5m) The Janus fills a very small niche: using your air superiority to kill ground units when you don't yet need T3 strategic bombers. They're more powerful than gunships, but their wide arc after firing their napalm means that they'll get chewed up by air defense just like T1 bombers. If your opponent can't keep his interceptors in the air, build some of these until he builds more fighters. STORK - TORPEDO BOMBER Armor: 130hp (Light) Abilities: Sonar Cost: M600, E6300, T1000 Intel: sight: 32 (625m), sonar: 40 (781m) Physics: max speed: 15 (293m/s), elevation: 18 (352m), engage distance: 75 (1.46km) Transport class: 2 Veterancy: 15, 30, 75, 150, 300 kills veteran level 2: +33 hp, veteran level 4: +33 hp, veteran level 5: repair 1 hp/s Weapons: Angler Torpedo (Anti Navy): 130.00 dps, range: 4 (78.1m) - 19 (371m) projectile weapon: 650 damage rate of fire: 0.2 (every 5s), firing randomness: 3 veteran level 1: +163 damage, veteran level 3: +163 damage Air Crash (Death): 150 damage, area: 1 (19.5m) Torpedo bombers are all but useless. They cost a lot of mass for a unit that's going on a suicide mission anyway (since most ships have decent air defenses), their torpedo can be shot down by enemy ships, and their bomber-like flight path makes them more likely to stray into the enemy base than a gunship. If you can't get an ocean foothold and you need to clear out the sub hunting packs, build a dozen of these; otherwise, stick to gunships. STINGER - GUNSHIP Armor: 120hp (Light) Abilities: Transport Hook: Carries a T1 or T2 Land Unit Cost: M432, E8640, T1440 Intel: sight: 32 (625m) Physics: max speed: 12 (234m/s), elevation: 10 (195m) Transport class: 2 Veterancy: 15, 30, 75, 150, 300 kills veteran level 2: +30 hp, veteran level 4: +30 hp, veteran level 5: repair 1 hp/s Weapons: Hells Fury Riot Gun (Direct Fire): 72.00 dps, range: 22 (430m) projectile weapon: 24 damage rate of fire: 3 (every 0.33s) veteran level 1: +6 damage, veteran level 3: +6 damage Air Crash (Death): 100 damage, area: 1 (19.5m) UEF gunships have trouble firing at other "low-flying" air units like gunships, but in return they can be used instead of air transports if you just need to pick up a few guys and set them down across a river, or if you need more transports and you don't have the time to build them. And this isn't even mentioning the fact that they're terrifying against unprepared opponents, able to chew through T1 air defenses and kill the ACU inside. They're the number one reason to build interceptors - so that your gunships can roam around, forcing the opponent to fight for every mass patch. C14 STAR LIFTER - AIR TRANSPORT Armor: 210hp (Light) Abilities: T2 Transport: Carries ACUs, T1-T3 Land Units Cost: M320, E12800, T1600 Intel: sight: 32 (625m) Physics: max speed: 18 (352m/s), elevation: 10 (195m) Transport class: 10, class 2 attach size: 2, class 3 attach size: 4 Veterancy: 15, 30, 75, 150, 300 kills veteran level 2: +53 hp, veteran level 4: +53 hp, veteran level 5: repair 1 hp/s Weapons: 2x Hells Fury Riot Gun (Direct Fire): 6.00 dps, range: 22 (430m) projectile weapon: 2 damage rate of fire: 3 (every 0.33s) veteran level 1: +1 damage, veteran level 3: +1 damage 2x Linked Railgun (Anti Air): 16.00 dps, range: 20 (391m) projectile weapon: 8 damage x 2 projectiles = 16 damage per salvo rate of fire: 1 (every 1s) veteran level 1: +2 damage, veteran level 3: +2 damage Air Crash (Death): 25 damage, area: 1 (19.5m) While it's nice that the air transport can defend itself, its main method of defense is its "heavy" armor, allowing it to take a couple shots from air defenses and still drop its cargo. They carry twice the amount of units that a T1 transport does: 12 T1 guys, 6 T2 guys, 3 T3 guys, or an ACU/SCU. If your Commander is being transported, he won't die with the air transport. 2.2.3. TIER 3 AIR UNITS ~~~~~~~~~~~~~~~~~~~~~~~ T3 ENGINEER SR90 BLACKBIRD - SPY PLANE Armor: 30hp (Light) Abilities: Radar Cost: M56, E2240, T420 Intel: sight: 96 (1.88km), radar: 96 (1.88km), omni: 30 (586m) Physics: max speed: 21 (410m/s), elevation: 25 (488m) Transport class: 3 veteran level 2: +8 hp, veteran level 4: +8 hp, veteran level 5: repair 1 hp/s Weapons: Air Crash (Death): 100 damage, area: 1 (19.5m) The Spy Plane takes a while to build, but it's still very inexpensive. You'll only really need one spy plane, because its sight range allows you to see the edges of the enemy base without being shot down. Unless they have T3 air defenses, you should be able to make it all the way through the enemy base before they catch up to you. On patrol, I'd rather have interceptors, but for simply keeping you up to date, a spy plane is more cost-effective than sending your interceptors on a death mission. WASP - AIR SUPERIORITY FIGHTER Armor: 250hp (Light) Cost: M360, E24000, T3600 Intel: sight: 32 (625m) Physics: max speed: 25 (488m/s), elevation: 20 (391m), engage distance: 50 (977m) Transport class: 3 Veterancy: 5, 10, 25, 50, 100 kills veteran level 2: +63 hp, veteran level 4: +63 hp, veteran level 5: repair 1 hp/s Weapons: 2x Ginsu Pulse Beam (Anti Air): 40.00 dps, area: 1 (19.5m), range: 24 (469m) projectile weapon: 40 damage rate of fire: 1 (every 1s) veteran level 1: +10 damage, veteran level 3: +10 damage Air Crash (Death): 200 damage, area: 1 (19.5m) The Wasp is a very expensive anti-air unit, so you should only build it if you think you're going to need to kill enemy air units on a regular basis. They fly so fast that they won't provide proper cover for a bombing run, but they can come in and ambush the enemy interceptor force, and they are the best way to deal with experimental air units. AMBASSADOR - STRATEGIC BOMBER Armor: 150hp (Light) Abilities: Anti-Air Cost: M2160, E72000, T7200 Intel: sight: 32 (625m) Physics: max speed: 15 (293m/s), elevation: 25 (488m), engage distance: 50 (977m) Transport class: |
