Greatmagnus

Greatmagnus

Joined Member # 3012187
1 Posts 13 Replies 950 Reputation

So it was about 1/2-2/3 into my second or third game, and I decide that I want to get rid of that nasty pest that is the pirate base. I send in one of my larger fleets because I was expecting a bit of a fight. When they dropped into the grav well my jaw just dropped. Instead of the 20 ship fleet I was expecting, I find a nice 80 ship fleet along with quite a few defense platforms. Needless to say, I got those guys out fast and have not touched a pirate base since. (Not a complaint,

9 Replies 16,767 Views

What the TC is looking for is basically the Sins version of a Star Wars Interdictor cruiser. Something that can make its own little grav well so that ships cannot jump out.

11 Replies 13,305 Views

The E-mail sent to you has the complete instruction set/what to do. Follow that to the T and it should work, if not, come back and see >_>

1 Replies 3,089 Views

Well Star Wars uses the hyperspace lanes and grav well mechanics as well, you can go from anywhere to anywhere in their books/movies

1,324 Replies 1,497,258 Views

[quote] Can't wait, though I wish they would let us download the game now, and lock it until release day. Like what EA does, they let you download like 99% of the game file and then on release day all you have to do is download a few MB's and your done, it would be alot better than downloading the whole game on release day. So true... but then they would piss off the retailers...

26 Replies 47,170 Views

[quote] Hope the final version has more variety in voice overs. It gets annoying hearing the alien race in beta 4 say "how sinister" 60 times Well, maybe it was a really, really sinister battle. [/quote] Or maybe their throat was hurting sot hey had to use a recording, poor aliens :'(

6 Replies 1,912 Views

[quote] uhm, on 10km, nearly EVERYWHERE is withing T3 artil range. I realise you need to take the experimental's escort as well, but of course, that escort takes up time and money as well, which you can spend on your army to take the escort. In a simple mass/time equation, experimentals aren't worth it, especially the walking ones, because T3 bombers are just to strong. A slow moving experimental needs way to much air cover to be effective. And of cour

84 Replies 111,929 Views

[quote] WTF, Supcom experimentals aren't that strong, you just suck at the game. Soulripper? counter with 16 T3 fighters. Sipderbot/colossus? counter with bombers or gunships. Experimental 'rushes' are useless against a well defended base. Sure, it'll plow through fixed defences, but against some skilled maneuvering and proper counters, they're useless. The real gamebreakers when fighting experienced players are the T3 artil. They break every stalem

84 Replies 111,929 Views

[quote] Finally, for every endgame it was a experimental rush, which needed about 30 minutes per experimental if you were slow, and about 5-10 if you were good at managing your economy. Um, lol Experimental rush my rear end! Experimentals were *incredibly* balanced in that game, easily countered, devastating is properly used. [/quote] Yes, and like I said, endgame was about a rush of a bunc

84 Replies 111,929 Views

Supreme Commander failed because of the massive amounts of micro needed for each and every game, as well as the time requirements. (I have the game and the expansion) The base building was a massive and monotonous undertaking, even with the "prebuilt" base option where you could save your base layout. You had to have one for practically each map, otherwise the terrain would mess you up. This paired with the massive system requirements to run it without lag (Try a 8 player skirmish wi

84 Replies 111,929 Views