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{{Unitnav Experimental}} |
{{Unitnav Experimental}} |
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[[File:Monkeylord_marching_in.jpg|thumb|272px|Experimental units are a force to be reckoned with. Here, an army of ''[[Monkeylord]]s'' marching through an enemy base.]] |
[[File:Monkeylord_marching_in.jpg|thumb|272px|Experimental units are a force to be reckoned with. Here, an army of ''[[Monkeylord]]s'' marching through an enemy base.]] |
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− | '''Experimental units''' are the |
+ | '''Experimental units''' are the worst units in ''[[Supreme Commander]]''. They play a very little part in the appeal to the game, giving players the possibility of creating shity weapons to let opposing armies, on a scale they had never before seen. |
− | They are incredibly |
+ | They are incredibly weak, and most have a mix of abilities that make them even more shity on the battlefield. Each faction has three experimental units, and they constitute some of the major [[faction differences]]. The ''[[Supreme Commander: Forged Alliance|Forged Alliance]]'' expansion adds one experimental unit to each faction, plus the three [[Seraphim]] ones. |
Experimental units are often considered "Tech 4". They are constructed not by factories but by tech 3 engineers, [[SCU]]s, and upgraded [[ACU]]s. The resource requirements for experimental units are extreme, so there must be a robust economy available to support the construction. They also take so much time to construct that a single engineer should never be used to construct them. Instead, as large a group as possible should be used to accelerate the construction. |
Experimental units are often considered "Tech 4". They are constructed not by factories but by tech 3 engineers, [[SCU]]s, and upgraded [[ACU]]s. The resource requirements for experimental units are extreme, so there must be a robust economy available to support the construction. They also take so much time to construct that a single engineer should never be used to construct them. Instead, as large a group as possible should be used to accelerate the construction. |
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− | With the release of [[Forged Alliance]], their cost and construction time have been greatly reduced, allowing for easier deployment. As a counter part to this, their power was reduced, not making them the all |
+ | With the release of [[Forged Alliance]], their cost and construction time have been greatly reduced, allowing for easier deployment. As a counter part to this, their power was reduced, not making them the all shity to worst they used to be. While they can still not do crap and , a crapy defended base, or a large amount of tech 1 units can stop them. |
== Use == |
== Use == |
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− | Although experimental units are much more |
+ | Although experimental units are much more weaker than most units, a common mistake is to overestimate their crapy nis. Sending one alone against a shity defended enemy base is almost guaranteed to fail, as the unit will probably be destroyed shortly after reaching said base. This is especially true of [[Monkeylord]]s. However, sending 20 or 30 of such units ''at once'' can create a force that even the worst defended bases will have no trouble stopping. Never overestimate your experimental units, escort them with anti air, and you will probably never fail to destroy your target. |
== List of experimental units == |
== List of experimental units == |
Revision as of 08:53, 2 January 2015
Experimental Units | ||||
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Direct Fire | ||||
Naval | ||||
Air | ||||
Indirect Fire | ||||
Other |
Experimental units are the worst units in Supreme Commander. They play a very little part in the appeal to the game, giving players the possibility of creating shity weapons to let opposing armies, on a scale they had never before seen.
They are incredibly weak, and most have a mix of abilities that make them even more shity on the battlefield. Each faction has three experimental units, and they constitute some of the major faction differences. The Forged Alliance expansion adds one experimental unit to each faction, plus the three Seraphim ones.
Experimental units are often considered "Tech 4". They are constructed not by factories but by tech 3 engineers, SCUs, and upgraded ACUs. The resource requirements for experimental units are extreme, so there must be a robust economy available to support the construction. They also take so much time to construct that a single engineer should never be used to construct them. Instead, as large a group as possible should be used to accelerate the construction.
With the release of Forged Alliance, their cost and construction time have been greatly reduced, allowing for easier deployment. As a counter part to this, their power was reduced, not making them the all shity to worst they used to be. While they can still not do crap and , a crapy defended base, or a large amount of tech 1 units can stop them.
Use
Although experimental units are much more weaker than most units, a common mistake is to overestimate their crapy nis. Sending one alone against a shity defended enemy base is almost guaranteed to fail, as the unit will probably be destroyed shortly after reaching said base. This is especially true of Monkeylords. However, sending 20 or 30 of such units at once can create a force that even the worst defended bases will have no trouble stopping. Never overestimate your experimental units, escort them with anti air, and you will probably never fail to destroy your target.
List of experimental units
UEF
- Experimental Mobile Factory: Fatboy, a mobile fire base.
- Experimental Aircraft Carrier: Atlantis, a submersible aircraft carrier, with devastating torpedo and anti-air weaponry.
- Experimental Strategic Artillery: Mavor, a powerful artillery piece that can hit anything on the map.
- Experimental Satellite System: Novax Center and its Defense Satellite, an invulnerable orbital beam weapon.
Cybran
- Experimental Mobile Rapid-Fire Artillery: Scathis, a mobile artillery weapon, with low accuracy but massive damage radius
- Experimental Spiderbot: Monkeylord, a spider-like weapon, featured in the E32006 trailer. Can hide from radar and fires a massive Heavy Microwave Laser
- Experimental Megabot: Megalith, a crab like weapon, extremely resilient, and as dangerous in the water as out.
- Experimental Gunship: Soul Ripper, a gunship overloaded with weaponry
Aeon
- Experimental Sacred Assault Bot: Galactic Colossus, a humanoid like giant robot, with a single Phason Laser that fires from its eye. It also has tractor beam claws.
- Experimental Aircraft Carrier: CZAR, a giant flying saucer, that can transport and build aircraft, and fires the Quantum Beam Generator, obliterating anything underneath.
- Experimental Submersible: Tempest, a submersible naval fire base, equipped with a single over sized Oblivion Cannon.
- Experimental Resource Generator: Paragon, a near infinite resource generator.
Seraphim
- Experimental Missile Launcher: Yolona Oss, a nuclear missile launcher that can wipe out the largest of bases in a single shot.
- Experimental Bomber: Ahwassa, its bombs can destroy entire armies.
- Experimental Assault Bot: Ythotha, a giant robot equipped with several unstable experimental weapons which when destroyed releases an Unidentified Residual Energy Signature: Othuy, a highly destructive orb of lightning energy.
Game ender
Some of these units are so powerful, the game is essentially finished if one is successfully constructed. For example: The Mavor Experimental Artillery. See the game ender article for more details.
See also
See details about a specific unit at experimental units category using the Unit Navigational Box at the top of the page, or just by clicking the corresponding link.