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Supreme Commander

Adlermann Rienzilla vs Aquan Frognuker

#1Adlermann  Jul 2 2007, 15:47 PM -
Replays: 17 Game:
Our second ranked game vs Aquan and Frognuker. Pretty action packed game, it ends with lots of experimental units and big explosions.
Please review this!
#2Solarity  Jul 2 2007, 18:55 PM -
Replays: 7 Game:
Nice game smile.gif Rienzilla sure was getting picked on tongue.gif Gets my wub, I think its even better than the Petraque replay smile.gif
#3NERDsFist  Jul 2 2007, 22:16 PM -
Replays: 2
Nice use of experimentals smile.gif
#4AncientSion  Jul 3 2007, 19:12 PM -
Replays: 16 Game:
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I liked the game. However, it really shows that Soulrippers are kind of imbalance, hence why is every cybran is almost only building them. Too much HP even for T3 to deal with.
#5Solarity  Jul 3 2007, 20:56 PM -
Replays: 7 Game:
Soul Rippers are alright I guess, but an Army of Monkey Lords is far better biggrin.gif
#6MinimaDeMalis  Jul 3 2007, 23:04 PM -
Replays: 6 Game:
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You can deal with 1 SR, problem are the 2 that follow.
The other factions really dont have much to counter it, UEF has the Fatboy which will fall to the SR (aslong you dont keep the fatty in your own base) but atleast can hope to deal out significant damage before. Aeons exps are a joke and only usefull in rare cases.
#7Debolaz  Jul 4 2007, 00:40 AM -
Replays: 0 Game:
I'll admit it, I'm a Supreme Commander n00b. So with that in mind, could someone explain to me why experimentals are almost always sent out alone or without any support against what they're vulnerable against? Almost every experimental in this game except the czar looked like they were produced for the sole purpose of being cannon fodder for the enemy. It just doesn't seem cost effective? huh.gif
#8AncientSion  Jul 4 2007, 18:02 PM -
Replays: 16 Game:
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You kamikaze them to kill economy or raw defense.
#9Debolaz  Jul 4 2007, 19:40 PM -
Replays: 0 Game:
QUOTE
You kamikaze them to kill economy or raw defense.

The thing though.. When they go out there alone, and no follow-up attack is made, no coordinated assault to take adventage of their slugging power, and the number of units or structures killed can be counted on one hand.. I just can't agree with that being the most efficient way to use them. My argument isn't against sending them on a one way mission, that's the case for almost every unit anyway, my argument is that these missions in most cases seems essencially wasted because they're not stacked with something that takes adventage of them or part of a bigger picture.

As I said, I'm not very experienced with SupCom but I play other strategy games a lot and sending a lone mammoth tank out with no goal in CNC3 is the equivalent of banging your head against a brick wall. In general, most SupCom replays (Though I'm not saying it's the case in this particular replay) seems to revolve around mindlessly slugging it out by continously more and bigger units and sending them towards their death against a massive defense wall. Essencially, the strategy employed in world war 1, with about the same results. While I realize that SupCom isn't as micro intensive as CNC3 is and really not the same type of game, it does seem like most players simply don't have any more of a plan than what I described above.

No attempts to stack a unit like the Sacred Assault Bot up with massive hordes of smaller units to get him into the enemy base and wreak havoc, no attempts to establish artillery positions even when the map has extremely obvious placement points for it (Again, I'm not refering to this particular replay, artillery was used here), assaults are usually from a single direction making them much simpler to defend against and if they do come from multiple directions, they never come at the same time. This is the norm for SupCom replays, and if this truly is the most effective way to play the game.. I'll start crying. cry.gif
#10NERDsFist  Jul 6 2007, 07:45 AM -
Replays: 2
Looked to me like the experimental were only used for comm assasination
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