This means that an early rush against a good player will almost always end poorly for the rusher and give an advantage to the defender. ![]() Throwing the defenses under factory shields acts as further insurance and will repel even ACU rushes reliably. Remember, early rushes can in all cases be countered with just your commander and point defense or anti-air towers.I find that for me, I rarely need more than 3 power plants until I either have mass conversion, overcharge on my ACU, or enough factories to warrant a few more power plants. I can't tell you how many times I have watched players sit there and waste their precious early resources building 8+ power plants early on, when they could have been fine with 3-4 and spent the difference on a factory or another research station instead. Never build more power plants then you absolutely need early on.People who complain that ACU rushes are overpowered usually have forgotten to build radar or don't pay attention to it after they build it, leaving them little or no time to prepare in the event of a rush. Failure to do so is a fatal mistake (often made by new players) since without intel you have no way of preparing for ACU rushes or other types of early attacks. Always, always, always build a radar within the first couple minutes of the game.However don't fall into the trap of building them immediately, get some factories and mass points first, and make sure you scout the opponent before you invest in any Research Stations. If you don't have a specific plan, it is almost always best to build at least 1, maybe 2, Research Stations early on to give you a leg up in the mid game and prevent you from falling behind the enemy in your teching.I won't go into extreme detail on build orders since they are strategy specific, but there are a few points you should always keep in mind while starting out: You will almost always want to start out capturing as many mass points as possible, though there are a few exceptions to this (ACU rush is the main one). When the game first begins, there are many ways you can set up your base depending on your plans. By the time you are finished, you will understand most of the basic concepts needed to succeed in ranked 1v1 play, and you will find yourself a better player in larger matches as well. This guide will teach you the basics of successfully identifying threats, countering them, and then identifying the weaknesses of your opponents so you can exploit them. ![]() There are more ways to kill your enemy then they can possibly defend against and therefore knowing what your enemy is planning and how to successfully counter it is tantamount to succeeding in competitive matches. Supreme Commander 2 is unique when compared to many other real time strategies due primarily to the richness of tactical and strategic options available to the players. So you want to play Supreme Commander 2 competitively? Feel free to add your own bullets as well. I will continue to update it with as much information as possible as I acquire the time.
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