If you use air units you pretty much only need Bombers or Gunships as enemies will seldom have a superior Fighter force. You can have up to 250 units (which is a lie since buildings are also included in this count) at a given time. Strength in NumbersĮven though some defences might seem impenetrable or some experimental units too strong, there is nothing the AI builds that you can't simply roll over with superior numbers and a somewhat good unit composition. You can build the Gantry from the second tab of your build menu. All experimental units are built from a specialized structure that you will gain access to once your first experimental unit has been researched.
However, in the case of units, all of them have a drawback that you can exploit or need to cover. Experimental UnitsĮxperimental units are expensive but quite strong units or buildings. Note that you will be awarded these points even if your allies destroy the crate. The latter look like glowing orbs surrounded by bindings. Additionally, you can gain research points by completing objectives (the exact amount will figure in the objective's description you can access by ) and destroying technology crates. They are produced by research centres which can be built, just like generators, anywhere you want and in any number you desire. Research points are gained the same way you gain mass or energy, by producing them. Usually, all options are available in the last mission of a faction. You can only access specific entries in the tree as dictated by the mission you are playing. First of all, research is not unlocked all at once.
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The tutorial showed you how to do research but in my opinion did a bad job in explaining how to optimize research. This is a neat way to have your air units follow and protect your ground units without them flying ahead and getting shredded by defences for no reason. What that means is that they will follow their target and engage enemies that engage it. When you have units selected you can target a structure or other unit to set your selection to protect your target. Engineers will repair units and structures and reclaim wreckage that are close enough to their path and units will engage enemy units they come across. Once selected you can also chain multiple waypoints to set a more complex path. It isn't a special command so leave those triggers alone. Patrolling is selected by pushing with a unit selected. You can also set up an air raid to intercept incoming transporters or set the patrol to intersect the paths of multiple enemy attack vectors so you can cover more ground.
It also helps to collect wreckage without exposing your Engineers to incoming enemy waves. What also helps to keep your base in tip top shape is the ability to set your Engineers to a patrol path. This helps you tremendously to set up defences or reclaim precious wreckage and move your Engineer back to safety afterwards as you can also mix different types of commands. This helps you to define move orders for reconnaissance flights, move your units around defences and attack from the back, or chain multiple constructions ( Note: The base of the construction becomes yellow if it can't be built with current resources). Holding also allows you to see any chained commands. Simply hold when issuing the command to chain it. Command ChainingĪnother essential thing to know is that you can chain commands - be it movement, building orders, or reclaim wreckage. With those you can order your ACU or some structures to Hunker Down (unlocked from the respective research trees), build nukes from your silo, or to convert energy into mass using your Mass Converter. This is mapped to your four regular buttons. When pulling you will notice another menu in the right-hand corner. Some are gained from research and are not available from the beginning. Some structures and units have special abilities. While this might not seem useful at first, you can use it to access the Unload ability of your transports to order them to - well - unload, or you can deploy your temple's teleporter beacon.īut there's more. Hold to see the pad be displayed on the left-hand side of your screen with the directions mapped to various functionality. But you can also access these functions directly. For example, not only does it switch automatically to the attack cursor when you hover over hostile units or structures, and when you have a builder or ACU selected, you can reclaim wreckage and convert structures and units. You may have noticed that your cursor changes based on the context.