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Supreme Commander

[R] Is it just me or do Cybran Fighters really suck?

#1FunkOff  Apr 1 2007, 20:57 PM -
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Now, my play this game wasn't perfect, duh, but at one point I had 4 air facts pumping out fighters... and I could not ,for the life of me, take out his fighter squadrons. During th replay, I checked and a lot of his fighters had 4 kills, most had at least 2 and anearly all had at least 1. This means roughly 1 of his fighters killed two of mine... not hard to imagine when you consider a squad of my 50 fighters can go after his squad and hit 10 before they all drop.

At any rate, I felt this was a good game, aside from Scaffy's complete lack of intel, and massive energy float at the beginning.

It still surprises me how quickly he took map control early on...
#2Graushwein  Apr 1 2007, 22:34 PM -
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Wow, a nice example of how high level play can get up to experimental play!
#3Molloy  Apr 1 2007, 22:35 PM -
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That was an excellent match. Nice teching on your part.

As I saw it you kept attacking his squadron of fighters with masses that were 1/3rd or 1/2 its size. His superiority of numbers was killing your fighters in a matter of seconds. As the game progressed the mass of them got so huge it was pretty hard to get something that touched it.

He was concentrating alot more on massing bots and fighters. You kind of went all out on lv3 economy so he had a better chance of keeping control of the air in the short term.

I thought you were incredibly careless with your comm. You knew he had several strategic bombers yet you just had him sit out in the open. I would have expected at least a few shield gens. Or for you to seriously up the fighter output circling him. That said you did a great job of hunting out the bombers before they got near your base.
#4FunkOff  Apr 1 2007, 23:25 PM -
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My commander had personal cloak generator... Scaffy couldn't see him.

Also, notice how I sent small groups of fighters to his base at a time... got quite a few strat bombers that way.
#5Graushwein  Apr 2 2007, 20:07 PM -
Replays: 2 Game:
I felt like yelling at the monitor, "For heaven's sake man put up some T2 and T3 AA!!!"

If he had gone gunships instead of T3 bombers, then used the LARGE amount of fighters as a screen, he could have irrevocably decimated your economy and base IMO.
#6FunkOff  Apr 2 2007, 23:32 PM -
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I kept a good eye on him... I'd have built SAMs if I saw him building gunships.
#7Hysteria  Apr 3 2007, 01:07 AM -
Replays: 8 Game:
Going to deviate from my usual style of reviewing here as i don't think pointers are really needed by either player.

Funk uses Cybran exactly how they should be used and raids constantly all over the map from the word go! Those that are wanting to learn Cybran, watch his use of scouts as radar so he can raid more effectively. This keeps Scaffy hemmed in as he loses ALL of his early expansion engineers. Stuck in his corner Scaffy is still fighting fit as he is taking the slow push outward approach after the loss of the engies! After lots of fighting the game balances out with each player having their respective half of the map as seen east vs west.

Now at this point Funk is slightly ahead in the eco race but scaffy has the edge in units.. and more specifically, Harbingers. He uses these to mop up round the edges, which is exactly what funk uses his Loyalists for. When they are done each player is back in their start sport and starting to turtle up. At this point funk goes into overdrive with his eco production and I feel if scaffy had have struck his main base with his harbs sooner, could of been in trouble. As it stands though, his eCo production goes wild. Mainly aided by his SCU's upgrades including the infamous resource allocation upgrade. Each SCU giving him 3200 energy.

For some reason Scaffy seems less inclined in expanding his eco and is soon left behind. Devoting all his engineers to strategic bombers which constantly get taken out before he can really use them. Funk has some monkeylords but doesn't get to use them. I admit I actually missed how scaffy died but it looks like a ctrl K of all his stuff as everything blows up.

Score 6/10
This post has been edited by Hysteria: Apr 3 2007, 01:09 AM
#8FunkOff  Apr 3 2007, 02:56 AM -
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Scaffy gave up upon seeing my ML and realizing he had no chance to snipe my comm with his bombers. He even said at the end "I couldn't find your comm so I can't kill him"

Hehe, cloak upgrade owns
#9Kormi  Apr 3 2007, 10:21 AM -
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QUOTE(FunkOff @ Apr 3 2007, 04:56 AM) *

Hehe, cloak upgrade owns

Lol, nice one...
#10pogsquog  Apr 3 2007, 11:07 AM -
Replays: 0
I felt that this was an excellent game, with brilliant play from both sides, right up until the T3 attacks failed - the end play was really quite poor. I'm guessing that this is mainly due to both both normally winning their games well before it gets to this stage!

Neither side made any attempt to break the stalemate, with scaffy seeming to have no clue what to do besides use more and more T3 bots, and funkoff basically giving up on doing anything more than turtling to build T4, with some harassing of scaffs resources (which he didn't bother defending, just rebuilding every time!). I doubt the monkeylord alone would have broken skaff's defence if he hadn't quit, they are good but not that good.

I would have expected one or both sides to try to build forward defences to hold the resources and seige the enemy base. I don't understand why neither player bothered trying to use T2 static arty, tactical missile launchers, or T3 arty to break the defences of the other. I can't believe that scaffy didn't build a pad to fix his fighters - they were all out of fuel half the match, and utterly slaughtered at the end, as they ploded towards funkoff's AA..... ouch.

If I were funkoff, I'd have just got a couple of the SCU's the self-repair upgrade, and the weapon upgrade, and then marched them into scaff's base. The self-repair upgrade means they can be shot at by 5 T3 bots without losing any health.. if you micro the SCU's, you can spread the damage out so that they stay healthy. This almost certainly would have ended the game, as long as they avoided the two lines of T2 PD (they could have marched through the middle).

I'd have built a T3 AA near scaff's base, drawn out the fighters, and butchered them all - if you watch the end of the replay, scaff lost >20 fighters to one T3 AA in about 3 seconds tongue.gif Gunships or T3 bombers could have then layed into skaff's unshielded base, killing his engineers and power to cripple him, or targetting his acu.

As for cybran fighters sucking, well, I think you need to watch the replay more closely - the reason your interceptors were killed so easily is little to do with them being cybran; you sent them in tight groups, so they all selected the same target, which was moving at a right angle to them; they then missed and turned to chase. Meanwhile, scaff's interceptors, which were strung out in a long line, fell in behind yours, and then shot them to pieces. Lesson of the day - never approach a wall of interceptors from the side. Next time, I would suggest that you use scouts to lure the interceptors towards your AA, and your own interceptors, which you should try to spread-out a little to allow them to select seperate targets, or split them into 2-3 groups before you attack.
You also used inferior numbers of fighters - number are hugely important for dogfights between interceptors, because chasing interceptors are very vulnurable, whilst the interceptor that is being chased is less likely to be hit. Only a small numerical disadvantage can therefore be disasterous. This effect is amplified if your interceptors choose the same target!
This post has been edited by pogsquog: Apr 3 2007, 11:22 AM
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