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Supreme Commander

[R] IpKaiFung vs Furbz0r

#1IpKaiFung  Mar 4 2007, 00:15 AM -
Replays: 3 Game:
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I got really lucky in this game. He spanked me early on but he was too aggressive with his commander and I managed to missile silo his commander and steal the victory biggrin.gif
Any tips on my terrible play would be appreciated.
#2Darky  Mar 4 2007, 17:59 PM -

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Hey IpKaiFung!

I hope a RR picks this one up smile.gif, good to see you posting replays again drol.gif

Darky
This post has been edited by Darky: Mar 4 2007, 18:00 PM
#3Darky  Mar 5 2007, 17:23 PM -

Awards:
BumpKaiFung tongue.gif

Always good to review games from long-serving members of the site smile.gif

Darky
#4Brainiac  Mar 7 2007, 10:00 AM -
Replays: 28 Game:
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This be mine! pirate.gif
#5Brainiac  Mar 7 2007, 13:32 PM -
Replays: 28 Game:
Awards:
IPB Image

Theta Passage

V 3220 retail


IpKaiFung IPB Image vs IPB Image Furbz0r


Game Summary:
Both players start a little slow but about the same, their scores scores hovering at about the same level for quite a big. smile.gif
Furbz0r does a better job with the early pressure, managing to pop some of Fung's MEX, then continues with the pressure in the middle choke, even bringing his comm there. He starts a triad crawl to Fung's base and get a little careless.
IpKaiFung tries to tech up, but with his lack of T1 MEX and no T2 ones its pretty hard but he starts using his comm effectively to repel attacks (with a few vipers for support) as he builds up a few T2 PDs, a tac missile defense and a tac launcher.
Fung's tac build up a few missless fast and snipes Furbz0r's comm. BOOM HEADSHOT!

IpKaiFung
+ Nice AWP kill wink.gif
+ Decent overall expansion and rebuilding of MEX when needed
- Offensive comm is a must, hes got over 10000 HP and a T1 PD cannon on his arm
- On a small map like this Cyb's hunters can really be a killer for early expansion. Try to incorporate 3 or 4 in your initial BO.
- Your initial BO was ok, but your comm was walking exactly next to the mass spot to build the MEXes, you need to use that trick and move him in range then click to build:
[attachmentid=216473]
(Don't use that BO tho, that was just to show the build trick, witch hopefully will be soon fixed by GPG, as comm should build something normally if its in range not walk next to the build site 0wn3d.gif )
Check these threads for some example reps of efficent BOs:
http://www.gamereplays.org/community/index...howtopic=205063
http://www.gamereplays.org/community/index...howtopic=199299

Furbz0r
+ Good pressure at start, nice raiding.
+ Offensive comm, though a little later tongue.gif
- Too many PDs not enough factories, 2 PDs each choke was a little overkill, especially the mid one (with comm there PDs were not needed) Talking about T1 ones BTW
- A bit to careless with comm, get a shield on him or a tac missle defence then you can be some what careless tongue.gif
- Same inefficient thing with BO

Check the same guides I posted above wink.gif


Game Score: 5.5/10
#6IpKaiFung  Mar 7 2007, 13:52 PM -
Replays: 3 Game:
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Thanks for the review, I always wondered why ACUs were a bit arsey when it came to building things out of range sad.gif
This post has been edited by IpKaiFung: Mar 7 2007, 13:52 PM
#7Feinam  Mar 8 2007, 00:15 AM -
Replays: 10 Game:
Awards:
An issue is that it actually *is* the most efficient way for your engineer to walk all the way up... *if* it is a large cluster of constructions like a square of Pgens around a factory. Moving once then building 12 things is more efficient than build move build move etc..

The AI is doing the most efficient thing, but it doesn't differentiate between a clump of buildings and a single construction like a mex =\. I foresee us having to micro this well into the future.
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