For example: if you have an income of 5 mass per second, and you try to build a tank that takes 6 mass per second to build, then you’ll have a negative 1 mass per second, meaning your reserves will slowly deplete. Here, it’s actually a “flow” system where mass and energy are acquired and used constantly, so instead of working on pure numbers most of the time you need to worry about how much income you have. You see, the eco in supcom 1 works much differently than the one in supcom 2. Finally supcom in general in’s much more about quantity than quality (specially air units) so it’s normal for your planes to die easily.ģ. You need to build t2 air stages to give them a place to land and refuel (they usually do that automatically but if not just selected them and give them a refuel command), it doesn’t happen often tho so you shouldn’t have much of a problem with it. Keep in mind that fuel is a thing here, so air units that spend too much time flying will eventually run out and become super slow and practically harmless. Planes do land when they’re not doing anything, but to keep them in the air just make them patrol a route or assist a unit, this should make them keep flying. Interceptors automatically target nearby enemy units so just move them near and they should start pursuing (though maybe that clunkiness you talk about could be something specific of vanilla supcom, the expansion Forged Alliance changed some things). You don’t really can or need to micro them (bombers and gunships being a slight exception) just click on a target and let them go at it. That being said, answering your questions:ġ and 2: Generally speaking, air units kind of do their own thing. I honestly advise you to trow out everything you think you know about supcom because the two games are vastly different. It’s way bigger in scale and has a much more complex eco system. 1st thing you need to know is that supcom one is much more complex than two, in multiple ways.
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