Hard Light Productions Forums

Off-Topic Discussion => Gaming Discussion => Topic started by: Sandwich on October 17, 2009, 06:39:37 pm

Title: Forged Alliance - Cybran Overkill...
Post by: Sandwich on October 17, 2009, 06:39:37 pm
How to beat any level as Cybran:

- Build up to tech 3 before triggering the first map expansion.
- Build Quantum Gate
- Build 10-20 Support Commanders, and upgrade them all with the build speed and resource generation upgrades
- Build power income up to 50k+, metal income to 400+
- Build 50 tech 3 air superiority fighters
- Build 30 Soul Reaper experimental gunships
- Assign the fighters to escort a few of the gunships
- Attack-move the gunships as a group into the enemy base.
- Rinse, repeat.
Title: Re: Forged Alliance - Cybran Overkill...
Post by: Colonol Dekker on October 17, 2009, 07:30:45 pm
Once I hit tech three I focus on monkeylord spiderbots and strategic bombers.
 
Forged alliance is buggy. . . But I like the Seraphim floaty building bits :)
Title: Re: Forged Alliance - Cybran Overkill...
Post by: Dark RevenantX on October 17, 2009, 08:41:01 pm
For Aeon, I just build some minor defense and then pump everything into getting an experimental resource generator after heavily shielding the area.  After that, I can pretty much steamroll any level by spamming engineers and galactic colossi.
Title: Re: Forged Alliance - Cybran Overkill...
Post by: Sandwich on October 18, 2009, 06:10:47 am
Once I hit tech three I focus on monkeylord spiderbots and strategic bombers.
 
Forged alliance is buggy. . . But I like the Seraphim floaty building bits :)

Monkeylords (who comes up with these names, anyway???) are slow. As UEF, my favorites are indeed the land-crawling Fatboys, specifically for their long firing range, and therefore ability to wipe out the enemy without absorbing much damage on their own, (along with 2-3 experimental artillery back at base to soften things up), but the Soul Rippers totally rock en masse.

I was playing through level 3, which is that level  with the archipelago of islands. You first have to destroy the naval base, then prevent the Seraphim experimental bombers from being completed, and finally save the princess (haw haw!) from the two Seraphim ACUs by bolstering her defensive line and destroying the ACUs. Remember at one point after you're told to prevent the bombers from being completed, the princess says that her optical scanners or whatever is available to reveal areas of the map? Well, my 30 gunships got the job done so quickly that that message only came after I had already wiped out the outlying outposts as well as most of the bomber-construction base, and was literally seconds from destroying the last bomber.

The best thing was that with 30 to spread the damage from anti-air and enemy fighters, I never had to send them back to base for repair - and I didn't lose a single one by the end of the level.
Title: Re: Forged Alliance - Cybran Overkill...
Post by: Colonol Dekker on October 18, 2009, 07:20:02 am
Ah the UEF :)
 
I love teh continental transport.  Loaded with Siegebots. . . They make ultra gunships. .
Title: Re: Forged Alliance - Cybran Overkill...
Post by: Sandwich on October 18, 2009, 07:35:01 am
Ooh, I haven't tried that yet... ;7
Title: Re: Forged Alliance - Cybran Overkill...
Post by: Colonol Dekker on October 18, 2009, 08:08:50 am
I do turtle up nine times out of ten, using my original commander with teleport, regen/shield and enhanced primary cannon as a hit and run strike force to twat pockets of forces and retreat back to base. I always end up with about twenty tech three engineers guarding one Lead T3 that use to build or patrol/repair.. Or i just focus them on Strategic silos til i get about 8 x 4, then i just overwhelm the anit-strat defense and "cleanse"

Plan B subs from the Cybrans are neat also....
Title: Re: Forged Alliance - Cybran Overkill...
Post by: Molybdenum on October 18, 2009, 09:24:36 am
Supreme Commander shines in multiplayer more than anywhere else. Play some ranked games and you'll learn to appreciate Tech 1. Only the odd game and ones on a special map with lots of reclaimable resources ever reaches experimental level tech. When they do though... it comes down to who can rebuild faster after being mauled by those units.
Title: Re: Forged Alliance - Cybran Overkill...
Post by: Sandwich on October 18, 2009, 10:28:07 am
Multiplayer is too scary for me. :p
Title: Re: Forged Alliance - Cybran Overkill...
Post by: Colonol Dekker on October 18, 2009, 10:45:27 am
I know what you mean, i played once using my old phone 3G connection (which allowed multi while my current W995 does not for some reason??) and within 8 minutes i was getting hounded by dozens of T2 airplanes.  Freakin ridiculous...
Title: Re: Forged Alliance - Cybran Overkill...
Post by: NGTM-1R on October 18, 2009, 03:20:35 pm
IIRC, the Soul Reaper is a waste. Sure, if you build thirty of them it's not a waste, but I could build enough UEF T3 gunships for each Soul Reaper to get better performance out of that.
Title: Re: Forged Alliance - Cybran Overkill...
Post by: Sandwich on October 18, 2009, 06:12:28 pm
IIRC, the Soul Reaper is a waste. Sure, if you build thirty of them it's not a waste, but I could build enough UEF T3 gunships for each Soul Reaper to get better performance out of that.

Unit cap. :-/ After building up the economy, defenses, and supplementary forces, there's not all that much left to play around with.

Besides, the Cybrans don't have tech 3 gunships.
Title: Re: Forged Alliance - Cybran Overkill...
Post by: NGTM-1R on October 18, 2009, 06:45:09 pm
Mod the cap!
Title: Re: Forged Alliance - Cybran Overkill...
Post by: Sandwich on October 19, 2009, 10:34:53 am
I'm still working through the campaign... ;) Stock first, mods later. :p Haven't you learned anything around here all these years? :D
Title: Re: Forged Alliance - Cybran Overkill...
Post by: General Battuta on October 19, 2009, 10:35:10 am
Changing the unit cap is a simple edit in a text file, though. Very easy.
Title: Re: Forged Alliance - Cybran Overkill...
Post by: Titan on October 19, 2009, 02:44:50 pm
Since I'm economically challenged, I'm hoping that SC2 will have better tactics then 'turtle' and 'steamroll'.
Title: Re: Forged Alliance - Cybran Overkill...
Post by: Colonol Dekker on October 19, 2009, 03:49:43 pm
With all new multi-tierd super units, Uber Rushes will now happen three times faster!

:sigh:
Title: Re: Forged Alliance - Cybran Overkill...
Post by: Stormkeeper on October 19, 2009, 07:53:05 pm
Soul Reaper is that beetle right? I don't really like to spam them. I rather have strategic bombers make the main assault, supported by air superiority fighters and a few Soul Reapers to pick off heavy AA strongpoints. If I'm Aeon, I have a CZAR back them up instead. If I'm UEF, then I have a mixed gunship force of T2s and T3s. That's what I do if I choose an air assault.

If I'm gonna groundpound, I'll anchor the line with experimentals, Monkeylord/Fatboy/Colossus, and have T3 assault units and flak units cover them. I'll also have 20-30 T3 fighters in the air to keep strategic bombers away; my standard fully loaded CZAR if I'm Aeon. Fatboys provide artillery and direct fire, but if I don't have them I have a handful of T3 pieces to provide support. The experimentals are mostly there to tank and distract.

Naval is easy. It's probably my preferred theatre. Use subs and hunter killers to sweep ahead, and maintain strict aerial superiority with a loaded aircraft carrier and cruisers. The main hammer are the battlecruisers, of course, and covered with destroyers.
Title: Re: Forged Alliance - Cybran Overkill...
Post by: Sandwich on October 19, 2009, 08:41:10 pm
Basically, you like well-rounded forces. Couldn't you have just said that? :p

I agree about UEF gunships, though - half the time, I build fatboys to take the enemy out, only to find out that the T3 gunship swarm I sent in first to soften things up is pretty much mopping everything up all by it's lonesome. ;)
Title: Re: Forged Alliance - Cybran Overkill...
Post by: Stormkeeper on October 19, 2009, 10:00:15 pm
Huh. I guess you could. :p

Sounds a lot more impressive my way though.
Title: Re: Forged Alliance - Cybran Overkill...
Post by: Sandwich on October 20, 2009, 06:24:19 am
It's solid strategy... when you're up against a range of opposing forces, meet with the same range.

Granted, that kinda falls apart when you look at air units that can't be hurt by most ground forces. :p
Title: Re: Forged Alliance - Cybran Overkill...
Post by: Stormkeeper on October 20, 2009, 06:33:39 am
I wish there was a T3 AA unit. I hate lobbing flak at strategic bombers. It's useless.
Title: Re: Forged Alliance - Cybran Overkill...
Post by: Fury on October 20, 2009, 06:39:01 am
Indeed. The game needs T3 AA, badly.
Title: Re: Forged Alliance - Cybran Overkill...
Post by: Colonol Dekker on October 20, 2009, 09:57:59 am
My favourite mod unit at the moment is the T2 teleporting Aeon turret. 15 is enough to annoy the **** out of an AI. ;7
Title: Re: Forged Alliance - Cybran Overkill...
Post by: Stormkeeper on October 20, 2009, 11:14:31 am
Is there a mod that add tier 3 land AA?
Title: Re: Forged Alliance - Cybran Overkill...
Post by: MR_T3D on October 20, 2009, 11:16:01 am
Indeed. The game needs T3 AA, badly.
T3 SAM's?
I'm pretty sure they're in vanilla, were they removed from expack or patched out?
Title: Re: Forged Alliance - Cybran Overkill...
Post by: Stormkeeper on October 20, 2009, 11:18:15 am
T3 mobile AA. There's fixed and air superiority, but sometimes I just want groundpounders that can actually threaten strategic bombers.
Title: Re: Forged Alliance - Cybran Overkill...
Post by: Colonol Dekker on October 20, 2009, 11:48:13 am
Is there a mod that add tier 3 land AA?

 
Look in the vault in your gpg.net client. . There may well be. . .
Title: Re: Forged Alliance - Cybran Overkill...
Post by: Titan on October 20, 2009, 01:58:43 pm
There is. It works well. Available for both vanilla and FA. One for each faction, including sera.
Title: Re: Forged Alliance - Cybran Overkill...
Post by: Stormkeeper on October 20, 2009, 07:02:04 pm
I'll check when I get back. Can I use it in single?