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Supreme Commander 2


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#51 IPS

    Eisenhower Commander

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Posted 27 February 2010 - 17:19

you allready have ecces to the major sea and air experimentls

I have nothing againts the rock-paper-scissors system I have s.th. against the lack of variety :P
in the old sc you could still use some t2 units efficiently or spam t1 to disturb the enemy while attacking somewhere else you had tons of usefull tactics,
in the new one you have one unit with one tactic and that's all.
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#52 Sgt. Nuker

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Posted 27 February 2010 - 19:09

View PostMagma, on 27 Feb 2010, 4:30, said:

And i too like what Cybran ACU looks like, it truly looks like one of those Mech Warriors great looking mechs, was it MadCat II?


A cross between the Madcat Mk.II and a Cauldron Born I'd say.

The Kraken did fire at me once or twice, but each time, it was only weapons. If it was supposed to be anything special, I didn't notice. The only thing it was, was hard to destroy because of the amount of hit points, but I didn't lose a single vessel to the Kraken itself.

If you're having trouble destroying the Fatboys with gunships, I highly suggest using bombers in coordination with gunships. Gunships do constant steady damage, while the bombers deliver larger hits.
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#53 Mbob61

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Posted 27 February 2010 - 19:49

You could also use the AC-1000 or three :P
They pack quite the punch when you have 2-3 with some bombers and anti air.
A whole bunch more experimentals have been revealed. Some are totally new and some have been there ages but have updated content now.
http://supcom.wikia....eme_Commander_2

There are some really nice ideas here. Much more varied than the "click here to kill everything" experimentals from the first game. The Chip heads are getting some really nice things here although i must say these units are making me want to test the other factions out as well. I can't wait to use Kriptor and the Universal Colossus.

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