There is many different reclaimable objects on the map, from trees to structures to destroyed units. Once the Hydrocarbon generator is complete, having support for an Air Factory is easier (since its power focused the hydrocarbon will compensate for the lack of T1 Power Generators) Adjacency bonus is also something to keep in mind in the early game as it can help reduce costs of unit production (building a power generator beside an Air Factory for example would reduce the cost of its power) To learn more about Adjacency bonus: Other Build Order Air Factory 2 Power Generators 2 Mass Extractors continue building more power generators This can support a quick bomber Also remember that if you are running low on resources reclaiming is helpful (simply select and engineer, hold down the ALT key and Left click behind a forest and the engineer will start reclaiming anything on its way) it will slow down the rate of losing resources and can give you an advantage in staying positive longer. In most cases I will Build with my commander: Land Factory 2 Power Generators 2 Mass Extractors Thats a basic startup, as soon as the Factory finishes queue up some engineers and start capturing more extractors and building more power generators, If there is a Hydrocarbon near your spawn, order an engineer to start building it, after the commander finishes doing the startup build tell him to assist in constructing the Hydrocarbon generator, as soon as he starts helping, order your engineer to do something else. Land Factory is the most common first structure it takes 2 power generators and 2 mass extractors to have the land factory self sustain. Land Factory Mass focused Air Factory Power Focused Navel Factory Mass and Power Focused No matter the map always build a factory first, never build power or extractors first in forged alliance, you lose time and will fall behind. You arent sure you can play it safe and build Land Factory first. Survey the map and see whats most acceptable, if The map will depend on the strategy, the amount of mass, the chokes, even reclaimable objects come into play for build orders. If the map has quite a bit of distance between the spawns it doesnt hurt to go Air Factory first as you wouldnt have to worry about being outnumbered and contained early on. I will explain some build orders and give you a better understanding of the game, how to keep a balanced economy, reclaiming, tactics, some benefits of the factions. Supreme Commander 2 Build Order How To Keep A Please see the instructions page for reasons why this item might not work within Supreme Commander: Forged Alliance. If you believe your item has been removed by mistake, please contact Steam Support. Supreme Commander 2 Build Order How To Keep AĪll trademarks are property of their respective owners in the US and other countries. I stopped watching those because I thought they were about Chris Taylor's horse.Supreme Commander 2 Build Order By adtilibti1985 Follow | Public Update: commenter Spooky refers us to this Kings & Castles dev diary, where Chris Taylor briefly outlines this system as the current plan for that game. I'd like to see them use a system like this in their next large-scale strategy, Kings & Castles. I hope Gas Powered aren't doing this purely because the only people still playing SupCom 2 are hardcore enough to deal with it. And there's a smart pause key: instead of freezing construction, it just tells all your building units to complete their current project but hold off on the next one, ensuring no more resources are spent. SupCom 2's version of the system shouldn't be quite so harsh, though: resources are still spent as lump sums, whereas the first game bled you of your mass at a constant rate, crippling you if you overspent. It's a more powerful way to manage your economy, but it can let inexperienced players get themselves in debt - the infamous economy crashes that made SupCom 1 offputting to many.
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