![]() ![]() The supcom can build one or two of the other 4 starting mexes. Engineers 2 and 3 power build the hydro and then build a few more land factories (for inevitable t1 spam), and an air factory for defense against jesters, ghetto gunships, and air scouts. If there is a place for a hydroelectric powerplant, the first engineer moves off to take 2 of the four initial mass points and then goes claiming mass points. After that will heavily depend on the type of map. With your supcom queue up 2 pgens after the factory. The first 4 engineers range out in all directions, taking all mexes and hydros. an open map), then the 1st factory should build some raiding parties after the first four engineers and go try to kill lone engineers at enemy mexes. If it's a small map and you can get past the enemy's commander (i.e. If it's a big map, just keep building engineers. Queue 4 engineers in the factory as it builds. You start with a lot more resources than Sup Com so you can immediately start with a factory without stalling. First of all, ALWAYS build a factory as your first unit. Skirmish is a lot like multiplayer and there are basically three or four kinds of maps when it comes to early build order. One problem is that there are almost no noobs so you are practically guaranteed to get stomped when you play.įirst thing to keep in mind is that, although they look similar, Sup Com and FA are COMPLETELY different in terms of balance. I still play 10+ games a week online and the community, though small, is faithful. SupCom FA is my current favorite game and my all-time fav RTS. ![]()
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