AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |
Back to Blog
Supreme commander 2 robot wiki3/10/2024 ![]() Moreover, T2 artillery installations will - like most units in the game - automatically 'lead' their shots to hit moving targets. However, artillery shells cost no mass and less energy (average of 1,225 energy/shot), and they are not affected by TMD, which can completely nullify a TML attack. These differences make the TML more useful for surprise attacks on critical enemy structures, or even an enemy ACU. Of course, the reverse is also true, but the TML can be built outside the range of the artillery, and is more accurate. In fact, a single tactical missile hit (possibly from outside artillery range) is enough to destroy an artillery installation. stationary targets, and they have a much higher alpha-strike (i.e., higher initial-shot damage). TMLs are generally favored because they have twice the range, cost about 1/3 the price (before missiles), have much higher accuracy vs. But they are also very useful for building T2 artillery batteries (3x3 artillery battery)Ĭompared to tactical missile launchers īoth tech 2 artillery installations and tech 2 tactical missile launchers may be used to bombard an enemy base from afar. One could build about 20 tech 2 direct fire land units for the same price. Not only are they expensive, they also take a very long time (2 minutes, 40 seconds by a T2 engineer) to build. A way to partially compensate for this weakness is to order your T2 artillery to attack ground in the rough direction of the enemy's approach well before they come into range so that they are better oriented during actual combat.Īt a cost of around 2,500 mass, these units should only be built when they are absolutely needed. However, the DPS of T2 artillery versus naval units can be effectively zero, because they turn so slowly that your average destroyer can zip past them before the T2 artillery can even aim at them. As such, they can act as effective counter-artillery units that can also weaken an approaching group of enemy ground units. However, T2 artillery units have superior range to any point defense weapons, in addition to a very short minimum range. They can also be used as an effective means of defending coasts and channels from enemy shipping, a very effective method since it can outrange most enemy ships and those it can't, T2 tactical missles can match or exceed. They can be used offensively or defensively, but due to low rates of fire, their static nature, and their inability to attack targets within a minimum range, they can be quite vulnerable independently.Īlthough these structures can be used as base defenses, tech 2 point defenses are usually better suited for the job: At a much lower cost, they have equivalent DPS, better fire rates, and much less overkill. All T2 artillery fire at a medium to slow rate (once every 20 seconds normally and every 18 seconds with power generators on all sides), deals high damage over a moderate area (average of 2,250 damage per shot), and can only be stopped by shields. This allows them to bombard an opponent's fortified base or engage enemy surface units (land or sea) at very long range. Tech 2 artillery installations fire powerful, low-arc shells over large distances. 1.2 Compared to tactical missile launchers.New Supreme Commander Gameplay Experience - players now have the ability to research new technologies and units and deploy them instantly on the battlefield, allowing them to upgrade a base-level tank to a high-powered, multi-barreled, AA-sporting monster by the end of a given game.Experimental units - returning with new designs and greatly enhanced looks….and some new tricks that can be unlocked through research. ![]() Each of the three diverse factions – The United Earth Federation (UEF), the Cybran Nation and the Illuminate – have been completely redesigned from the original game, with many units.
0 Comments
Read More
Leave a Reply. |