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This happens because the turrets in the game, whether they’re point defense, anti-air, or long ranged, are powerful as hell. Even the most powerful/damage absorbing mechanical mammoths you can bring to battle, will not survive a direct assault from a number of T2 turrets. This ensures that you always scout your enemy well, which promotes warfare tactics akin to those that are practiced (or have been practiced in the past) in real life warfare. You have to look for weak spots in the enemy's defense, and push through those areas. At this point, the strategic value of the terrain’s gigantic size really stands out, since you can't create an army of powerful units and have them move around the map fast. So your battle tactics will have to be planned before hand, which in turn lays more emphasis on battle planning than unit hording than any other RTS out there. Like most good things, the way the base defenses are overpowered in SupCom, does backfire. In matches against other human opponents, there’ll be times when they ‘turtle’. Turtling is when a player digs his base inside a shit load of turrets and shield generators, making his base impenetrable, and waning away the strategic value of the game, while reducing its pace to a staggering halt. Games like these can get extremely frustrating, since the turrets are too powerful for even the T3 or experimental units. The number of players that resort to such tactics is staggering, and this will have you quit a lot of multiplayer battles before they end. |
Tags: Supreme Commander , Gas Powered Games , RTS
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