![]() ![]() UEF "Skyguard" experimental missile installationĪn anti-air missile launcher with enough range to cover an entire base. Experimentals must get used to wearing a new piercing. Basic units will be destroyed instantly with the spike visibly stuck in their wreckage (and salvageable!). Low rate of fire and range comparable to light artillery, but the high-velocity spike deals massive single-target damage to ground units. Won't single-handedly prop up your economy like in SupCom1, but neither does it explode.įires superheavy metal spikes that must be individually constructed. After a huge upfront cost, this generates mass resources from thin air. Supreme commander adjacency bonus generator#Rather than a super-resource building, the UEF gets to make its existing ones more useful.Īeon "Paragon II" experimental mass generator Units and buildings are constructed faster and structures produce more mass/energy/research. ![]() Defending it is much easier, but it's an all-or-nothing proposition and (of course) it explodes with nuclear force if destroyed.īorrowing a little from SupCom1's adjacency bonus, this building improves the efficiency of all buildings in its considerable range. The reactor generates vast quantities of energy with a much smaller footprint than an equivalent quantity of generators. Late game it can be hard to find room to build more power generators. I probably came up with a few too many actually, so I had to divide them into categories.Īlso I sketched some pictures, which aren't very good, but everything's better with pictures.Ĭybran "Betelgeuse" experimental anti-matter reactor Still, sometimes I get bored of SupCom2's range of experimentals, and coming up with concepts that add something new to the game seemed interesting. Many people say that the first Supreme Commander is much better, but I am not one of them. ![]()
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