

These electronic warfare measures, however, are likewise countered by Omni Sensors, provided by T3 radar station. There are ways to counter it - jamming creates fake radar blips and stealth (personal or field) hides units from radar. Radar and sonar detection is provided by special structures and some units (T1 Scout, T1 Frigate and T1 Air Scout, for example). However, the visual detection isn't the only way to spot the target - in most cases they will fire at radar blips.

Units' vision range is smaller than their fire range in nearly all causes, especially in the case of artillery and anti-air. Factories can be upgraded to the next level, ACU can be upgraded to construct T2 and later T3 buildings via customization tab. Experimentals are sort of their own level, but can be built by any T3 builder. T3 Strategic Missile Sub or T3 Carrier) in building or upgrading. Builders can also assist buildings (or other units, e.g. In addition, support ACUs can be summoned via T3 Quantum Gate. To assist ACU in base building or expansion, any factory can build Engineers, amphibious vehicles that can construct buildings of its tech level. It can construct (3D-print, basically) some T1 buildings, such as factories (Land, Air, Naval), mass extractors (built only on mass deposits) and power generators. SupCom is considered to be a Spiritual Successor of sorts to Total Annihilation and utilizes similar build system: at the start, you get an ACU, Armored Command Unit. You can zoom the main view out to observe the entire map, and then zoom in to see the smug face of your Armored Command Unit.įull zoom-out.

The most notable thing of SupCom is Strategic View.

Supreme Commander is an RTS and Forged Alliance is a standalone expansion pack for it. More detailed gameplay information (or a review of sorts) moved under spoiler. Recently I've been replaying Supreme Commander Forged Alliance, skirmish and replaying SP campaign on Hard.
