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Supreme Commander

I hate hate hate hate hate hate hate hate sytris

#1FunkOff  Jun 14 2007, 05:30 AM -
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Now, I'm glad I won, make no mistake... but why the fuck did it take so damn long?


I don't want a full review, I just want tips on how I could have stuck it to this a-hole sooner. I tried every trick in the book but this guy just decided he wasn't going to have any of it. I ended up making use of UEF's last and final resort.

And it's a good thing I got the mavor up when I did... my firebase was being annihilated.

It's really quick irritating... he can build a couple shields here and there and it completely and utterly inhibits my ability to successfully attack him. Yet I spam shields like nobody's business and my firebase still falls...

Anyways watch... 10+ if you must... and tell me how I can improve my offense.
#2Apollosyx  Jun 14 2007, 06:30 AM -
your not alone, i really really cant stand this map either. Will watch it and see if i can pick up on anything.

Nice replay name btw laugh.gif
This post has been edited by Apollosyx: Jun 14 2007, 06:52 AM
#3Apollosyx  Jun 14 2007, 07:53 AM -
Several things you could have done I think.

Most obvious one I saw was early on load like2 transports with engi and mobile shields and drop them in the blind spot between his mex and immdiately spam PD's / flak/shields. He had no radar and his AA was rather slack there for a good while so there was defiantly time to get it done. Then just expand forward with pd spam, get some arty up. )RDon did it to me...bastard.)

Another - Get a big firebase built up on that hill out front of his base, rush t3 and spam t3 mobile arty and ferry it to that hill and protect it...cybran shields cant stop a barrage from those indefinately.

He also had 0 TMD in his base, and although UEF tac's arent the best the option is there because again, he had no radar for a while.

3-4 fully combat upgraded UEF subcoms can absolutely rape. Their AoE upgrade does shittons of dmg.

Even well into late game he still only had 1 sam site for AA. A big pack of broadswords would easily snipe his acu before they got shot down. Or besides that, 10-20 strat bombers will also pretty easily drop enough to kill him before they die.

Alot of your t3 strat bomber runs could have killed him except that you sent the bombers right down the middle of the map, where he was A) probably watching and B)had ints/AA. Should have flown them around the north edge of the map, the north end of his base was damn near undefended for a long long time and the bombers would have definatly gotten in and killed him before they died.
This post has been edited by Apollosyx: Jun 14 2007, 07:53 AM
#4Apollosyx  Jun 14 2007, 08:03 AM -
Also, to expand on the subcom thing, get about 4 of them fully up'd. Then build like 20 T2 transports, load 1 per trans. Have all of them fly in formation with your strat bombers around the edge of the map (to keep them together) to the NW corner and send in your wasps to draw his gemini out. Take advantage of the new priority and send your strats over and at the same time, order a drop with all your trans, the others will follow and fly over and the SAM will fire on the bombers first letting the subcoms land, and even if he manually targeted the transports with all the decoys there is almost no way he'd hit the right ones before some landed. Once landed, proceed to rape.

/rediculous_solutions off
This post has been edited by Apollosyx: Jun 14 2007, 08:04 AM
#5Poita_  Jun 14 2007, 10:03 AM -
Replays: 7 Game:
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You soooo did not deserve to win this...

QUOTE
It's really quick irritating... he can build a couple shields here and there and it completely and utterly inhibits my ability to successfully attack him. Yet I spam shields like nobody's business and my firebase still falls...


If ANYONE can say that it was him. He had 2 Scathis and 2 Disruptors firing at your base constantly and it still didn't go down. You build 1 mavor and the game is over in a couple of seconds, taking out 6 of his shields in 1 shot then killing his commander in the next.

His shields didn't utterly inhibit your ability to attack, you just didn't attack him on anywhere near the same level he did. His shields stopped a couple of strat bombers. That was it. Your shields stopped constant bombardment from 4 super weapons.

The only thing I can think of that allowed you to win was reclaiming. He didn't reclaim any of the dead experimentals while you reclaimed just about all of them. If you didn't, I think you would've been dead very quickly.

Anyway, things I think you could've done better:

- Better eco management. Use adjacency with tier 3 mass fabs. Basically do what Ragnarok did with his fabs/pgens. His layout is exactly what I do and it works very well.
- Don't build nukes when you know he's got nuke defense. Especially don't build a second nuke when the first one failed.
- Do things that Apollosyx said. T3 mobile arty on the hill outside his base would rape. Line the edge of the hill with t1 PD and you've got yourself a nasty fire base.
#6Sir_Loui  Jun 14 2007, 10:03 AM -
Replays: 12 Game:
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Funkoff i wonder if u want me to review a game of urs? maybe not this one because i wanna start with reviewing a short game. Anyway im getting interested of being a RR and it would be fun to review a game of urs for all my games u reviewed smile.gif
#7FunkOff  Jun 14 2007, 13:22 PM -
Replays: 26 Game:
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Sure what the hell, give this a review
#8FunkOff  Jun 14 2007, 13:23 PM -
Replays: 26 Game:
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QUOTE
You soooo did not deserve to win this...


How so? I was fighting a turtle. How can I not deserve the win? wacko.gif
#9Feinam  Jun 14 2007, 14:01 PM -
Replays: 10 Game:
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Read the *rest* of his post and find out ^^
#10RDon  Jun 14 2007, 15:07 PM -
Replays: 23 Game:
QUOTE

Most obvious one I saw was early on load like2 transports with engi and mobile shields and drop them in the blind spot between his mex and immdiately spam PD's / flak/shields. He had no radar and his AA was rather slack there for a good while so there was defiantly time to get it done. Then just expand forward with pd spam, get some arty up. )RDon did it to me...bastard.)


I don't remember doing this to you. Do you go by a different name on GPGnet? But yes, this strategy is absolutely killer. I use it all the time on Isis now that I've actually forgotten how to play that map the normal way. I play Cybran though, so instead of a mobile shield, I put in a mobile radar.

The first thing I do, when my 7 T2 engineers land, is build a shield, then a row of about 4 T1 PD's, meanwhile I have my Cybran shield upgrade, then I put down 2-3 T2 PD's, a T1 radar, and a couple of T2 flak AA. If your opponent manages to spot your structures and send units at them, you can assign 1 or 2 of your engineers to assist the shield, and it will be very hard for them to get taken down. 2 engineers assisting a Cybran shield after one upgrade can easily withstand maybe 4 T3 mobile arty's firing at it.

The T2 PD's can act as small range artillery, and will quickly take out your opponent's base. Then you can start crawling forward by building a shield, then 3 T2 PD, then a shield, then 3 T2 PD, then a shield.... all the while, you move the mobile stealth/shield generator forward to protect the new shield that is under construction.

The only problem with this strat is that it is very micro intensive, so you will sacrificing a lot of attention on your expansion instead of at your main base upgrading your eco and such, not to mention the fact that it will be very hard to upgrade your eco anyways, because you have 7 T2 engineers spamming PD's. It takes a lot of mass. Running out of energy isn't as big of a problem, you can always turn off the shields that are in the tail of your crawling.

As for this map (sorry, I haven't had the chance to watch the replay), I have mixed opinions. I used to have this map thumbed up, mainly because so many people hated it, and I thought I had a pretty solid build order so I won most of my games. But after the patch, my BO was basically useless, because it relied too much on T1 and a rush to T3. The only thing I really do on it now is the T2 eng drop, and hope that it causes enough distraction/distruction that my opponent really can't do anything to get out of it.
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