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Reconnaissance Guide

By Avison - 2nd April 2010 - 19:33 PM

Supreme Commander 2 is a game like none other - except for Supreme Commander 1. It’s the rebirth of ‘strategy’ in the real-time strategy genre. And with any decent strategy comes planning and execution, however, you can’t plan for the unknown and one strategy doesn’t fit all. You need to know what your enemy is doing to plan accordingly. Sadly (and to my benefit), a great deal of players online have yet to realize this. So, against the will (and death threats!) of all the informed members of the SupCom2 community I bring you the reconnaissance guide. Pros, don’t go yet, some of these details may have slipped past you while you were out there winning assassination games all day.

In Supreme Commander 2 there are two real types of reconnaissance information you can collect from your opponents; Radar and visual confirmation. Unless you count somebody accidentally letting a plan slip because they weren’t in team chat, you know who you are.

Radar
This is your primary source of intel in most games. Radar emits a concentric circle from a unit or a radar installation. It is denoted by a thick blue circle at the perimeter of the detection range. Enemy units that pass within your radar circles will be identified as grey symbols denoting their type as such:

Buildings
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Aircraft
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Ground Unit
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Submerged Naval Unit
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Surfaced Naval Unit or Boat
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Experimental Unit
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Note: Regular and major experimentals will be differentiated in game by the size of the circle, with major experimentals being a much larger circle.

There are two ways to acquire a radar field. Every unit has a radar field of a certain range and some are much larger than others. Traditionally, the longer the range of the unit the larger its radar field. You can also build radar installations which have significantly large radar ranges. Construction facilities can also have radar antenna installed which have a smaller range but are dirt cheap. I highly recommend purchasing the radar upgrade for most of your facilities and especially forward bases.

Factory Radar Add-On

Cybran
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Radar Range: 44

Cybran players suffer slightly in the radar department for their add-on compared to the other two factions.

UEF
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Radar Range: 75

UEF players get the same default range as an Illuminate player and a greater range than that of the Cybrans.

Illuminate
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Radar Range: 75
Illuminate players have the same default range on their add-on as UEF players and a greater range than that of Cybrans.


Radar Facilities

Radar facilities have a substantially greater output for radar than any other structure or unit in the game. Building them offers sweeping intel over broad ranges. You should build at least one to monitor enemy movements.

Cybran
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Radar Range: 210

All three factions are tied for radar facility range.

UEF
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Radar Range: 210

All three factions are tied for radar facility range.

Illuminate
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Radar Range: 210
Ability Radar Range: Roughly 420


The Illuminate player has the same default range of 210 except they gain a unique ability, through research, to temporarily extend their range. When active their radar installation roughly doubles its range and covers the entirety of most maps.