Supreme Commander 2!

Jaxel

Administrator
So I loved the first Supreme Commander game... It was essentially the sequel to Total Annihilation, arguably the greatest Real Time Strategy game ever made. Unfortunately, there is no way SupCom will ever be as popular as Starcraft, because its not made by Blizzard, and the game isn't about "micro"; it has always been about "macro". "Micro" is more about tactical ability; while "Macro" is more about strategic ability. Being able to submit 300 clicks a minute isn't going to make you any better in SupCom than someone who can only submit 60 clicks a minute; not when SupCom had an in depth queue system that let you give orders to the likes of "build this, then this, then this, then this... etc". Because of this, the game is more about the strategies you use, and not the speed at which you can do it.

Not to mention the games were very long. While in Starcraft, a 30 minute game is considered a long game, in SupCom, a 3 hour game is considered short. The Rock-Paper-Scissor effect is also way more powerful in SupCom than in any other RTS. In Starcraft, if you have 10 units against another 10 units on the opposite end of the RPS, even though you will lose, you'll take out about half of the opposing units. In SupCom, if you are on the losing end of the RPS, you'll be lucky if you take out even ONE. Again, this leads to more indepth strategy, as you can't just make one type of units and hope to take out the enemy on pure numbers and attrition. You need a true counter-strategy and base defenses are pretty much always on the winning end of the RPS. The 2 trailers below are in-game.

[youtubehd=Supreme Commander 1 Trailer]0UvUbnEenGE[/youtubehd]
[youtubehd=Supreme Commander 2 PRE-ALPHA]JbKNG72_FIY[/youtubehd]
 
What? No one cares about a good RTS anymore?

Talking about the length of games, you get to see the Monkey Lord Spiderbot at the end of the trailer for the first game. With your Commander maxed out on engineering, it will take 15 minutes to build one. If you throw in a maxed out Sub-Commander, it will take 11 minutes, throw in another one and it will take 8 minutes, then 6 minutes, and finally 5 minutes for the fastest build if you are using your Commander and 4 Sub-Commanders. Needless to say, if you see 3 Monkey Lord Spiderbots storming the battle field... you start using your nukes. Your men aren't going to beat them anyways, so may as well sacrifice them to the greater good.

There is also a UEF experimental building called the Movar Cannon. Another thing that takes a long time to build. As soon as it gets finished building, everyone in the game will hear a loud "PTHUMP! PTHUMP! PTHUMP!", as 3 shells get shot into orbit. Everyone knows whats coming, but no one knows where. Players just wait and see, and hope to god their don't get shelled from outer space. TWO MINUTES LATER the shells finally come down and hit their target, utterly obliterating anything and everything in it's blast radius. And of course, the Movar can fire off another round of shells every 5 minutes.
 
The game is out... and it is PHENOMENAL!

Unfortunately, right now it's only available on STEAM, and the more I use STEAM, the more I love IMPULSE. IMPULSE is a highly superior service, with better software; and STEAM has known problems with Windows 7 that aren't being fixed. Both Supreme Commander 1 and Total Annihilation, as well as Demigod are all available on IMPULSE, so I imagine it won't be long before SupCom 2 comes to the service.

I've only played the demo for SupCom 2, but I won't be buying the game until IMPULSE gets it.
 
Glad you're so enthused, but the first Supreme Commander was an awful, terrible, bad game, and the second one doesn't look much better. Also being developed for consoles is pure fail for an RTS.

And I enjoyed TA in its day. But it died when it should have. I mean, doing nothing but simcity and building base defences is fun and all, but it doesn't have much lasting appeal.

Hard counters are also pretty dumb in an RTS, as far as I'm concerned. I greatly prefer soft counters and tactical play.

But it's got STRATEGIC ZOOM. And you can build a billion units! And people who fail at RTS can sit in their base and just daisy chain defence structures for hours. Good times.
 
You must not have played the game much. While yes, point defense will destroy the majority of the units in the game, there are a few units that can take them down with relative ease. Which of course brings me back to what I said in the first post about the hard counters... and how you need good strategy in your unit selection. For instance, one Fatboy will destroy several point defenses without much effort. If you have enough other units to use as "cannon fodder", your Fatboy will take little to no damage.

Supreme Commander RARELY ends in a stalemate...

http://supcom.wikia.com/wiki/Game_ender
 
I know it doesn't end in a stalemate. It's the same deal with TA; both players camp their bases until they have the overwhelming uberweapon of choice. Still really fucking boring to play and equally boring to watch.

Also, since they've done a whole lot to streamline both the UI (which was fuckawful in SupCom1) AND the initial simcity (I believe devs said you can easily cut it down by like 5x) and that there's been a fair bit of fan whining about these changes (well, not the UI), that even the devs realize that spending 20-30 minutes in the game before you can even THINK of attacking or moving out is just dumb.

But I'll chalk it up to different tastes.
 
So I got my hands on the full game... and really its a bit different than what I expected. Now that I've played beyond initial stages available from the demo, I see really how much the game has changed. If you liked the original SupCom, chances are you won't like the majority of the changes. If you are like page, and prefer shittier RTS games with more emphasis on tactics and less on strategy, you will probably love SupCom 2.

The "Hard Counter" is gone. The differences of the Rock Paper Scissor effect that layed armies to waste in the first game is gone; page will probably like this. I can really understand why they did this, but I feel that it gets rid of a lot of the strategic element. Now you can win battles by shear numbers and attrition, instead of having to build counter strategies. Build times have been sped up greatly. Which is actually a good change. Taking 30 minutes to build a Monkeylord was just insane. Now it seems that experimentals can be built in under 2 minutes. It also looks like that because of this, experimentals are much weaker. In the first game, 30 low techs would get destroyed by an experimental, now the experimental should be running away; especially since low techs can be upgraded through research, and experimentals cant.

The first game was more about resource monitoring than ANY RTS ever, even Total Annihilation. This time around they "streamlined" (re: dumbed down) the resource system. Costs are lower, and there are no active energy costs from shields or the Commander's hunker down. With this, you can no longer "pro-rate" builds for things you can't afford. In the first SupCom, you could queue up buildings, without having the resource for it, the engineers would just build it piece by piece as your resources slowly came in. Now you can't do this; which I find a major problem. If I want to build point defenses, I try to queue up 10 structures; but if I only have enough for 2 of them, the remaining 8 queues get ignored. In the first game, they would have taken and been built in time. This lowered the need for micromanagement, with the cost of diminished resource returns until all structures were done. The ultimate problem with removing the proration system of the first game is that it creates a "lull" in the gameplay, where you are sitting around waiting for resources to build up before you can continue. In the first game, I would queued up have my base, and then moved on to setting up waypoints and patrols for my armies... now its like any other RTS.

There are many small things missing. Sub commanders? What happened to them? Really I do understand, because build times are so much smaller, and experimentals are so much weaker. If sub commanders were in, people would build an army of those instead. What about resource efficiency? In the last game, if you built next to a resource plant, that building would consume less resources for it's facilities; this seems to be gone. Maps are also a SHIT TON smaller, where it seems that most artillery units seem to be able to shoot across the map at things you can't even see within radar. The game has been clearly dumbed down to be a basic RTS, stepping in line with Command & Conquer and Starcraft; instead of the sprawling advancement to the genre it once was.

Sorry, but to me an RTS should be more about STRATEGY (macro), not TACTICS (micro). Starcraft popularized this whole genre of RTS games which threw strategy out the window; and its shameful that now it has affected Supreme Commander. SupCom 2 feels like nothing more than a more polished Command & Conquer now... although instantly much better because it has STRATEGIC ZOOM; and hopefully its balanced, which I can't comment on yet. Chris Taylor has a pedigree of making the most balanced RTS games out there, so if SupCom isn't balanced right now, it will be eventually with constant patches. Unfortunately, SupCom 2 is going to appeal more to the Command & Conquer and Starcraft crowd, than the Total Annihilation and Supreme Commander crowd.

I'll probably give this a few more days... and then head back to DEMIGOD.

Oh and yes... while the new UI is definately better, the old UI wasn't as bad as you make it out to be. The old UI is pretty much the same UI you have with other RTS games; except it had strategic zoom and the ability to do split screens.

IGN Review: http://pc.ign.com/dor/objects/14298...-2/videos/supremecom2_vdr_030510.html?show=hi
 
First, it makes no sense for RTS games to focus on macro over micro. A turn-based strategy game will always be better for strategy and macro, and the ONLY thing an RTS game has over a TBS game is the micro.

Second, I do agree that it's pretty dumb that SupCom2 takes the emphasis away from the only thing the series had going for it, which was basically TA-style simcity. At least it was unique for that.

And for what it's worth I wouldn't play SupCom2 with your hands.
 
Lol... had to post this...

The best tactic we’ve come up with is the Cybrannosaurus Bubblebath. A hovering triangle wafts into your base and drops a dinosaur on you. The dinosaur is large, about the size of a dinosaur, and has a robotic head that breathes fire. A moment later, 25 translucent spheres pop up around it. The shields these Adaptors generate aren’t impenetrable, but they overlap and regenerate. They cling to the dinosaur as missiles spill from his back like he’s moulting. He stomps toward your commander as if to eat him, but of course he won’t. He’s an herbivore; that would be ridiculous.

Supreme Commander is like the fever dream of a Robot Wars contestant: you control hundreds of killing machines as they clash with hundreds more over land, air and sea. In the first game that got complicated, and if you weren’t an actual Robot Wars contestant you could be forgiven for giving up. The slightest error in establishing your economy could cause it to crash, leaving you crippled while your opponent’s forces spread like a metal virus. If that was you: good news, come in. You’re going to love this.
If that wasn’t you, if you spent your Sundays in eight-hour matches battling seven other commanders for control of a battlefield the size of the Isle of Wight, it’s best not to think of this as a sequel. It’s more like a side-project, as if Giant Robots and Vast Armies left the group to form their own band without Epic Battlefields and Advanced Economics – who was always kind of a square. We don’t know whether the old band will ever get back together, but don’t go into this expecting the nerdy glory of those four in concert. You could easily miss why Supreme Commander 2 is great.

There is a counter to the Cybrannosaurus Bubblebath, we’ve discovered. It’s called the ‘Screw you, I have a Magnetron.’ You drop your dino, the shields go up, and said shields suddenly jerk across the base and are minced in a maw of spinning metal teeth. Rex, wagging his flame-gouting head from side to side to try to see what’s happening, is dragged slowly backwards into the sparky deathcogs by a megaelectromagnet, where they chew through his flesh and metal with indifference. A Magnetron would eat your commander. A Magnetron would eat God if He had any metal on Him.

This is what’s great about SupCom 2: very different units, eating each other. In SupCom 1, if we got a Tech 3 factory up before you, we could produce a unit to deal with anything you threw at us. In SupCom 2, if you come at us with nanoshielded gunships and we’ve spent all our Research Points unlocking the Fatboy experimental mega-tank, we’re boned. Your decision about what to spend resources on is now more important than how efficiently you produce them.

Rather than hiding these options away in icons that only pop up once you’ve built a certain factory, everything you can construct and upgrade is laid out on a Research screen. Land units, air units, naval units, your structures and your commander each have a separate tech-tree of upgrades and unlockable units, including huge Experimentals.
The Research Points you spend on this stuff accumulate over time – faster when you kill things, and faster still once you’ve built some labs. Because they’re scarce early on, your strategy almost always revolves around the shortest possible route to unlocking something major.
By the time you’ve got it, of course, Research Points are coming thick and fast, so good strategies tend to have a phase two. That’s how the Cybrannosaurus Bubblebath came about: the dino takes a long time to earn and is very slow. By the time we’ve built him, we’re earning Research Points fast enough to quickly unlock the Experimental Air Transport and give him a ride to the enemy base.

Another strategy we like is Fire a Nuclear Warhead at Them, Killing Them. It doesn’t always work. If the enemy knows what you’re up to, they can build counter-nukes to intercept. That’s why you should back it up with the Illuminate Space Temple: it lets you teleport a strike force inside your enemy’s shields, destroy their nuclear defence silo, and teleport back just in time to see your warhead launch. Be careful not to play in the same room as someone you’re going to do this to, though, as it could easily trigger a counter-attack of Being Punched in the Face.
So the biggest change in SupCom 2 is a positive one: a clear and fun tech system that gets you coming up with two-phase plans and counter-strategies involving robots, magnets, nukes and bubblebath.
It also scores points for running faster than its predecessor: we get 40fps when zoomed-in during a six-player match of the first game, 80 when zoomed out. In the same sized conflict, SupCom 2 glides along at 90fps zoomed in, 70 zoomed out.

The rest of the changes are bad, but not disastrous. The worst is that the AI this time is just limp. It puts up a decent fight in the campaign, where missions stack the odds hugely in its favour, but in Skirmish it can’t match even an average player like us. We could only take on the smartest AIs in SupCom by making them fight each other: here, we can reliably beat a team of four. The only tougher setting is Cheating, which nukes you in a few minutes. We’re not looking to get obliterated; we’d just like an AI that can navigate the tech tree well enough to build an Experimental when we do. Currently, the only way to see a clash of the titans is to make a cup of tea after building yours.

It’s also smaller game. There’s only one eight-player map here, and it’s a drab, shrunk rehash of one from the first game: Seton’s Clutch. It’s still great, but that makes it all the more maddening: there should be dozens like this, and bigger still, because the tech system works even better for large-scale war. It’s only on a huge battleground that strategies of position, timing and logistics come into play: SupCom 1 was a deliberate demonstration of that.
Despite the AI and map size, Skirmish is still the best way to play. The other two modes, Multiplayer and Campaign, each have their own trouble with the new Research Trees. In multiplayer, some strategies just seem uncounterable. Most of your time-investment in a strategy – spending Research Points – happens in secret.
So by the time we see you start to build a nuke silo, it’s too late for us to earn enough Research Points to unlock nuke defence before you obliterate us. Similarly, if we research a Cybran Soul Ripper gunship, by the time you see us building one it’s too late to get up enough anti-air to destroy it.

The campaign is surprisingly worthwhile. You have to play as each of the three factions in turn, but the UEF commander you start as is an unusually likeable chap. When an early villain laughs, “You really think those Fatboys will stop me?” Maddox says exactly what we would have: “Honestly? Yeah.”
There are still way too many missions where your objective is "Defend this shitty base I shittily made for you against an unknown number of unknown enemies from an unknown direction until - too late! they got past the turrets I pointlessly placed miles from the base by coming from an angle I forgot to say they might come from."
The bigger problem is that each faction’s tech-trees are restricted until the final mission, so you get one chance per race to try all of the most interesting stuff in the game. SupCom 2 is all about the tech trees: locking bits of them off reduces the campaign to a 12-hour tutorial.

So SupCom 2 is a great game struggling to find the right format. Skirmish is as close as it gets: it’s enormous fun despite the toothless AI, particularly if you play with a friend and stack the bots against you. We play every lunchtime now, and talk constantly about what strategy we’re going to try next.
What makes it so infectious is partly the diverse and ridiculous units, partly the way their specialised weaponry tesselates, and partly the system for unlocking them. It keeps you thinking about the roads not taken, the pairings not combined, and the hyperdeathbots unbuilt.

http://www.gamesradar.com/pc/suprem.../a-2010030115203581051/g-20090529134731841082
 
RTS is all about macro. It's no secret that Starcraft 2 threw micro out the window, and that's because the real meat of the game has been macromanagement ever since iloveoov showed how the game is really supposed to be played. Saying that starcraft destroyed strategy is an utter joke and an insult to the genre it redefined. It doesn't matter how much apm you have to pull of shenanigans, if you can't handle the economic aspects of the game, you'll be crushed by a person who can handle an economy and keep production up given that he has passable unit placement.
 
The more I play SupCom2, the more it's growing on me. The Illuminate and Cybran are so much more fun to play than the UEF. The lack of building pro-ration is still pissing me off; but I wouldn't be surprised if they patch it in soon enough. Right now, the game IS Starcraft or Command & Conquer... just with Strategic Zoom and larger unit counts, which instantly makes it better.

I wont even mention the "experimental" units this time around because they are ASS.
 
RTS is all about macro. It's no secret that Starcraft 2 threw micro out the window, and that's because the real meat of the game has been macromanagement ever since iloveoov showed how the game is really supposed to be played. Saying that starcraft destroyed strategy is an utter joke and an insult to the genre it redefined. It doesn't matter how much apm you have to pull of shenanigans, if you can't handle the economic aspects of the game, you'll be crushed by a person who can handle an economy and keep production up given that he has passable unit placement.

Actually SC2 is throwing out Macro, and emphasizing on Micro. And even there micro is really dumbed down. Too me what makes SCBW superior even now, is the balancing between Micromanaging your army in a fight at the same time creating a new one while expanding...it's an art. And dumbing it down like Blizzard is doing to noob it up for us none koreans is kinda boring...to be honest.
 
Well thats one of my complaints... you talk about how macro-managing your economy in Starcraft is such a huge thing; obviously you haven't played SupCom1 much... SupCom1 had by far the most complicated and intense economy of any RTS ever made. Now in SupCom2, and from what I hear, Starcraft2 as well, both economy systems are trivial. RTS games these days are more about micro than macro; and thats why I liked Total Annihilation and Supreme Commander 1, because they put macro above micro. Unlike Command & Conquer which had a complicated resource system in the first game, but threw it away after the second. And Starcraft has never had a complicated resource system; neither has Warcraft.

Games these days get dumbed down to appeal to wider audiences. We see it in everything, Halo is popular because its a dumbed down shooter. World of Warcraft is popular because its a dumbed down MMORPG. And now Supreme Commander 2 is being dumbed down because they are trying to appeal to a wider audience and the game is obviously built for Xbox Live. The problem is, who is Gas Powered Games trying to appeal to? People who like these kinds of RTS games, will flock to Starcraft2 and Command & Conquer 5. People who appeal to the TA style of RTS, who loved SupCom1 will be turned off because of the changes. Basically I think GPG isn't going to be making ANYONE happy with this game.

That being said, after reading the reviews for SupCom2 and finishing the campaign... these reviewers have no idea what they are talking about. They talk about the campaign being a waste of time, extremely easy and a laughable story. What? SupCom2 has one of the better stories I've seen in an RTS; and the Cybran campaign is fucking HARD... and a treat. The Cybran campaign is full of surprise after surprise. During one mission you are storming an automated base, which has gone haywire. It only has engineer-bots who are building anti-air sites. But its pumping out massive numbers of engineers who are storming your base and converting your units. Fucking awesome.

Did I mention the bad guy throughout the game is a GAY Cybran (read: Robot) Commander? As much as I don't like the game, I am enjoying it. Gay robot at around 5 minutes in the video below...

[youtubeHD=Gameplay]T9bczo2K4jQ[/youtubeHD]
 
"Complicated" resource system /= good macro.

And SC2's resource macro is more involved than SC1's anyway. The only way they could have made the macro any more action intensive would be if they'd kept the UI stuck in the 90s. Hint hint.
 
page, wtf are you talking about? I don't get why you keep on harping on and on about SupCom1's UI system, its exactly the same as Starcraft's UI system (and by default, Starcraft2's UI system, since it has hardly changed), yet no one complained about that UI system either. Just because SupCom2's UI system is revolutionary, doesn't mean that SupCom1's UI system was horrid. SupCom1's resource macro was WAY more intensive than the current macro system; I'm starting to doubt you played SupCom1 at all.

With SupCom2 the resource system involves: make power plants, make mass extractors on mass deposits, have your engineers collect mass from conquered enemies, and if your race allows it, occasionally use mass conversion. Thats it, very simple. SupCom1's resource management involves everything above, plus: expand storehouses and capacitors so you can hold more mass and energy, build mass conversion structures since mass deposits are so rare, and then FIGHT WITH YOUR LIFE to protect these valuable structures.

So much was involved managing your resources that 80% of your base was non warfaring structures. Ya know... now that I think about it, SupCom2's UI is almost exactly the same as SupCom2's UI, the only thing that has changed is the HUD... in which case, as I said before, SupCom1's HUD is exactly the same as Starcraft's HUD. As for the UI itself, thats what makes SupCom so good... the strategic zoom, the build queues, the modifiable patrol routes, the ability to see consumption and generation rates... No other RTS has things like these.
 
For an RTS, the UI is all about KEYBOARD SHORTCUTS. If all you're doing is pointing and clicking, then you have no right to be talking about user interfaces with an RTS... or you're an idiot playing on an Xbox controller. Not only does each and every unit have individual shortcuts for actions like any other RTS (like P for patrol, or A for attack), but SupCom also has a whole wealth of other shortcuts which make it so much easier to handle your armies, and relieves the stress on micromanagement...

My favorite function is the shift key. Holding shift will let you add actions to a unit's queue, or edit EXISTING actions within the queue. Lots of RTS games have patrol system; but no RTS lets you edit the patrol except SupCom. With other RTS, you have to redraw the patrol, if you wan't to change it. With SupCom, holding shift will bring up all waypoints on the map and you can freely drag and drop them.

===========
1. CONTROLS
===========


Most controls are intuitive and/or covered by the tutorial, but there are a
couple quirks to make note of. Note that all modifiers (Shift, Ctrl, Alt,
etc.) can be freely combined, except where otherwise stated.

One particularly useful shortcut the manual lacks is:
Ctrl + Z: Select all units of the selected type(s) on the map.
For example, if bombers are group 4, pressing 4, Ctrl+Z, Ctrl+4 at any time
will make sure all your bombers are in group 4 so they can strike when the
time is right. You could also zoom out, double-click a bomber, and Ctrl+4.


--------------------
1.1. SELECTING UNITS
--------------------


Left Click: Select unit
Double Left Click: Select all units of this type on screen
Left Click on nothing: Deselect all units
Left Click and drag: Select all units in this box
* If your selection is primarily mobile units, only the mobile units
will be selected. The game will also guess which type of unit you meant.

1: Select all units in Group 1
Ctrl + 1: Set selected units as Group 1
Shift + 1: Add group 1 to your selection
Shift + Ctrl + 1: Select the factories in Group 1
* All 10 number keys work for making/selecting groups.
* Units can belong to multiple groups.
* Your groups will appear as icons on the right side of the screen.
* When selecting a group, factories will not be selected by default.
* Factories give their group numbers to units they build.
Shift + click on unit icon: Add idle engineer to this group

Ctrl + X: Select all units and buildings
Ctrl + A: Select all air units
Ctrl + S: Select all sea units
Ctrl + L: Select all land units
Ctrl + B: Select all engineers and the Commander
Ctrl + Z: Select all units of this type on the map

Ctrl + C: Select all units and buildings on screen
Ctrl + Period: Select all engineers on screen
Ctrl + H: Select all factories on screen

Comma: Go to Commander
Alt + Comma: Select Commander

Period: Go to nearest idle engineer
Alt + Period: Select nearest idle engineer
Shift + Period: Cycle through idle engineers

H: Select nearest factory
Ctrl + Shift + L: Select nearest land factory
Ctrl + Shift + A: Select nearest air factory
Ctrl + Shift + S: Select nearest naval factory


------------------
1.2. GIVING ORDERS
------------------


Right Click: Give default order
* On terrain: Move
* On enemies: Attack
* Engineers will Capture enemies instead.
* On allies or construction: Assist
* Engineers will Repair construction instead.
* Transports will Transport allied units instead.
* On transports: Transport
* On ferry points: Transport
* Transports will Ferry from that ferry point instead.
* On a Move waypoint: Patrol (UNDOCUMENTED)
* On an Attack waypoint: Coordinated Attack
* Coordinated Attacks must be issued in reverse order of
speed: artillery first, aircraft last. All groups will attack simultaneously.

Right Click and hold: Move in formation
Ctrl + Right Click: Move in default formation
* While holding Right Click, press Left Click to cycle through
formations.
* Taking formation takes priority over arriving at the location. Units
at the front may actually go backwards to accomplish this.
Ctrl + Alt + Right Click: Attack Move
Attack + Left Click on ground: Attack Move
* Attack Move instructs units to pursue enemies before completing
their move order. It is denoted as a red line with a blue Move waypoint.

Shift + Right Click: Queue this command after the current one
Shift + Left Click and hold on a command: Move the location of this command

R: Repair
E: Reclaim
P: Patrol
* Engineers set to Patrol will automatically Repair and Reclaim.
A: Attack
C: Capture
S: Stop
D: Dive / Surface
F: Ferry
* A transport told to Ferry will create a ferry beacon at its current
location and start ferrying units to the chosen destination.
I: Assist
* Engineers and the Cybran Mantis will Repair units they are assisting.
* Other units will deploy in protective formation around the unit.
* Factories will take on the build queue and default orders of the
factory they are assisting.
* Transports assisting a factory will transport to help carry out the
default orders of the factory.
* Air units assisting a ferry beacon will attempt to help ferry.
M: Move
U: Transport
* Press Transport once to load and again to unload.
Z: Pause Construction
* Pausing constructions
O: Overcharge
L: Launch Tactical Missile
N: Nuke
[: Toggle Fire State (left bracket)
* Toggles between Fire At Will, Hold Fire and Hold Ground.
Ctrl + K: Kamikaze (Suicide)

There are no shortcuts for upgrading units, toggling on/off cloaking and
stealth, sacrificing, docking, or ordering factories to repeat orders; they
must be manually clicked in the interface or Build Mode.


-------------
1.3. BUILDING
-------------


Left Click on unit picture: Build 1 unit/structure
Shift + Left Click: Build 5 units
Right Click: Cancel building 1 unit/structure
Shift + Right Click: Cancel building 5 units/structures

Left Click on the map and hold: Build structures in this line
Shift + Ctrl + Right Click on a structure outline: Cancel building this
structure

B: Toggle Build Mode
* In Build Mode, keyboard shortcuts refer to each individual building.
* For more about Build Mode, see later sections of this guide.
Esc: Exit Build Mode


-------------------------
1.4. CAMERA AND INTERFACE
-------------------------


Space Bar and hold: Move camera freely
Q: Zoom In
W: Zoom Out
Ctrl + Q: Zoom In Fast
Ctrl + W: Zoom Out Fast
T: Track unit
Ctrl + Shift + T: Track unit on minimap
Ctrl + Alt + T: Track unit on 2nd screen
Tab: Go to next saved camera position
Shift+Tab: Save this camera position
Ctrl+Tab: Delete camera position
Ctrl+V: Set this camera position as the default view
V: Reset camera
Ctrl + F: Take screenshot

Y: Open Minimap menu

Markers for Allies:
F5: Mark location as "General Alert"
F6: Mark location as "Move"
F7: Mark location as "Attack"
* These three markers disappear after 10 seconds.
F8: Custom marker for location
Shift + Ctrl + Right Click: Remove custom marker
Shift + Left Click and drag: Move custom marker (allies can do this)


Esc: Open Escape menu
* In the campaign or skirmish, this will pause the game.
Alt + Up Arrow or Alt + Down Arrow: Toggle UI
There are four possible UIs:
Default: Bottom of the screen
Left side of the screen
Right side of the screen
Minimalist: Small and transparent at the bottom of the screen
Ctrl + Alt + F1: Toggle UI on/off
Alt + L: Toggle lifebars on/off
Ctrl + N: Rename unit
Home: Split screen on
End: Split screen off
PageUp: Scroll up 1 page through chat history
PageDown: Scroll down 1 page through chat history
Shift + PageUp: Scroll up 1 line through chat history
Shift + PageDown: Scroll down 1 line through chat history

Ctrl + W: Toggle military overlay (shows weapon ranges)
Ctrl + E: Toggle defense overlay (changes icon colors)
Ctrl + R: Toggle economy overlay (shows resource usage)
Ctrl + T: Toggle intel overlay (shows radar ranges)

F1: Toggle objectives window
F2: Toggle scores
F3: Toggle transmission log
F4: Toggle diplomacy window
F11: Toggle connectivity window
F12: Show Key Bindings Screen

Pause: Pause game
Minus on numpad: Decrease game speed
Plus on numpad: Increase game speed
Star on numpad: Reset game speed to +0
 
Man what? I've never heard anyone say a good thing about SupCom1's UI/interface pre-expansion. I'll admit that I didn't play the game that much, but I can't recall anything especially good about it. Tactical zoom is tactical zoom, and it's a nice alternative to a minimap, but everything else was just kind of clunky and awkward.

Starcraft 2 has added loads to the UI. To the point where people say it's been dumbed down, as above. Everything from workers automatically splitting for minerals to multiple building selection. These things cut down on the macro by a huge amount at higher levels, which is why Blizzard added extra economic macro to make up for it. In fact, even the unit AI was improved so much that they had to modify the worker's mining rates to keep things sane.

Now Supreme Commander and Starcraft are two different games with two different intentions and two different audiences. They're loosely connected by genre definitions, but that's about it. I wouldn't compare them the way I would C&C and SC. I just happen to not like what SupCom does and what it's about. Opinions and all that. My main point is still that I don't see the importance of pure macro in an RTS when TBS can do it better and doesn't require any micro. If that's what you want -- macro strategy, not micro -- then there's a genre that's been around way longer than RTS that is dedicated to JUST that.

It's kind of the way I find Sword of the Stars to be a dumb idea for a game since it basically cuts out all of the 4X and replaces it with really slow and boring real time nothingness. Why bother? The games still going to take 3 hours minimum to play out, and they're making the real time aspect so trivial that it's almost a gimmick.
 
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