Supreme Commander - PC/Combat Buildings
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Point Defense
Point defense builds protect an area against ground attack. Place them near your buildings to protect them against raids. Put them at choke points to defend your massing ground units.
Anti-air units should be placed near point defense buildings to protect them from air attack.
Tier 1 Point Defense
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UEF DM1 Plasma Cannon Point Defense
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Cybran Auto Gun Point Defense
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Aeon Erupter Point Defense
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Tier 2 Point Defense
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UEF Triad Point Defense
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Cybran Cerberus Point Defense
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Aeon Oblivion Point Defense
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Anti-Air Buildings
Anti-air buildings are protection against aircraft. Early on, only a few a necessary to keep the enemy from harassing your base. Later on, your enemy will send a massive air assault against you if you fail to build adequate air defenses.
These buildings can be constructed on either land or water.
Tier 1 Anti-Air
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UEF DA1 Railgun Anti-Air Turret
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Cybran Tracer Anti-Air Turret
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Aeon Seeker Anti-Air Turret
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Tier 2 Anti-Air
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UEF Air Cleaner Anti-Air Flack Artillery
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Cybran Burst Master Anti-Air Flack Artillery
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Aeon Anti-Air Flack Artillery
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Tier 3 Anti-Air
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UEF Flayer Anti-Air SAM Launcher
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Cybran Myrmidon Anti-Air SAM Launcher
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Aeon Transcender Anti-Air SAM Launcher
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Anti-Naval
These buildings can only be built in the water.
Tier 1 Anti-Naval
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UEF DN1 Anti-ship Launcher
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Cybran Scuttle Anti-ship Launcher
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Aeon Tide Torpedo Launcher
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Tier 2 Anti-Naval
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UEF Tsunami Anti-ship Launcher
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Cybran Nanite Torpedo Array
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Aeon Wave Break
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Artillery
Tier 2 Artillery
Tier 2 Artillery is excellent for long range defense of your territory or support of your ground units.
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UEF Klink Hammer Artillery Installation
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Cybran Gunther Artillery Installation
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Aeon Miasma Artillery Installation
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Tier 3 Artillery
Tier 3 Artillery can be a game winning unit. The range on these weapons is usually long enough to cover most of a small map. You can build one in your own base and pound your enemy's base. It's important to know that these weapons will only fire at targets that one of your units can see. If you have one of these guns, build plenty of air and land scouts to find targets for them to destroy.
The only real defense against these guns is to destroy them. Failing that, your enemy may build tier 3 shield generators. The artillery doesn't have the accuracy to hit the same place twice in a row, so the shields can usually stop the first hit, then recharge before the gun scores an second hit. A pair of guns firing at the same target is usually enough to take out shielded targets.
On large maps you may want to put one of these in your base as a defensive measure. It will stop your enemy from building a tier 3 artillery unit in rage of your base. Simply use your artillery unit to destroy your enemy's before it's done being built.
If you're playing with the "Fog of War" setting off, these weapons become even more powerful as they don't need scouts.
Be aware these weapons have a minimum range, make sure you don't build these too close to your targets.
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UEF Duke Heavy Artillery Installation
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Cybran Disruptor Heavy Artillery Installation
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Aeon Emissary Heavy Artillery Installation
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Missile Launchers
Missile launchers fill the same role as artillery. They tend to have longer range and a slower rate of fire. You must order these units to build their missiles. The missiles can be shot down by anti-missile defenses.
Tier 2 Missile Launchers
Tier 2 Missiles fill the same roles as tier 2 artillery: long range defense of your base or as a siege weapon built close to your enemy's base. These can be shot down by tier 2 anti-missile buildings.
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UEF Aloha Tactical Missile Launcher
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Cybran TML-4 Tactical Missile Launcher
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Aeon Serpentine Tactical Missile Launcher
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Tier 3 Missile Launchers
These are nuclear missiles, and as such are potentially game winning weapons. Once built, you must order the launcher to build missiles. You can then fire at any area of the map. The flight time can be quite long, up to a minute, and you enemy will receive a launch warning. When the missile hits, it will destroy everything in a wide area. One missile can take out an entire enemy base.
The problem with this weapon is that it can be blocked by tier 3 missile defense buildings. Smart enemies will build missile defense systems before you can build and fire a tier 3 missile at them. This limits the effectiveness to stupid enemies who don't build defenses, or to targets outside these defenses. Forward bases often lack these defenses, or you can use it against large groups of mobile forces massing for an attack.
Another strategy is to use long range artillery (tier 3 or experimental) or bombers to take out your enemy's missile defense, then hit them with a nuclear missile. You can also build several of these, stockpile missiles, and launch them in quick succession. Missile defense batteries have limited ammunition, and if your enemy only has one he will run out.
The build times listed are for a single engineer working alone. To speed construction have several engineers work together.
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UEF Stonager
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Cybran Liberator Strategic Missile Launcher
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Aeon Apocalypse Strategic Missile Launcher
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Missile Defense
As the game progresses, your enemy is sure to build a long range missile capability. Missile defense buildings should be built before your enemy starts shooting missiles at you. These defenses become vitally important when nuclear missiles appear on the battlefield.
Tier 2 Missile Defense
These defenses are only effective against most missiles, but not tier 3 nuclear missiles.
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UEF Buzzkill Tactical Missile Defense
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Cybran Zapper Tactical Missile Defense
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Aeon Volcano Tactical Missile Defense
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Tier 3 Missile Defense
Tier 3 missile defense is an absolutely necessary defense for your base. Without this defense, your enemy will use nuclear weapons (tier 3 missile launchers) to destroy your base. Remember, you must order this building to build its defensive missiles. The launcher fires automatically when a tier 3 missile enters its range.
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UEF Strategic Missile Defense
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Cybran Strategic Missile Defense
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Aeon Patron Strategic Missile Defense
This structure can be built on either land or water. |
Shield Generators
Use shield generators to protect valuable buildings from artillery or as insurance against a wave a bombers your air defenses can't handle.
Tier 2 Shield Generators
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UEF Shield Generator
This generator can be upgraded to a tier 3 generator. |
Cybran Shield Generator
This generator can be upgraded in the same way your ACU can be upgraded. |
Aeon Shield Generator
This generator cannot be upgraded. |
| Cybran Tier 2 Shield Generator Upgrades | |||||
|---|---|---|---|---|---|
| Upgrade Level | Upgrade Time | Energy | Mass | Energy Usage | Shield Strength |
| 1 | 30 sec | 3,000 | 300 | 200 | 7,000 |
| 2 | 1 min 40 sec | 15,000 | 1,000 | 300 | 10,000 |
| 3 | 2 min 30 sec | 30,000 | 1,500 | 400 | 13,000 |
| 4 | 3 min 20 sec | 50,000 | 3,000 | 500 | 14,000 |
Tier 3 Shield Generators
Because the Cybran tier 2 shield generator can be upgraded, they don't get a tier 3 shield.
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UEF Shield Generator
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Aeon Shield Generator
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Wall Sections
Walls do not count toward your unit limit. They are inexpensive to build, but are limited to slowing ground units. They are only effective when used in conjunction with other units. Build them at choke points or probable avenues of attack so your point defense buildings can take them out. All of the factions' wall sections have the same stats.
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Wall Section
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Radar Systems
Radar Systems allow you to see the location of your enemy at long range. These buildings can be upgraded to the next tier after they are built. If the game settings have fog of war turned off these buildings do not provide any benefit because you can already see the entire battlefield.
Radar systems require an ongoing energy expenditure to operate. If you're running low on power you can shut them off.
Tier 1 Radar Systems
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UEF SA1-1000 Radar System
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Cybran Magno Radar System
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Aeon
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Tier 2 Radar Systems
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UEF SA-2000 Radar System
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Cybran Radar System
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Aeon Radar System
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Omni Sensors
Omni sensors are tier 3 radar systems, but with additional features. At close range they can detect stealth units. They also act as sonar sensors. The can be upgraded from tier 2 radar systems.
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UEF Omni Sensor Array
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Cybran Omni Sensor Array
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Aeon Omni Sensor Array
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Stealth Field Generators
Stealth field generations hide units within its effective radius from enemy radar systems. Use these to hide construction of important units.
Tier 2 Stealth Field Generators
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UEF Stealth Field Generator
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Cybran Stealth Field Generator
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Aeon Stealth Field Generator
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Sonar Systems
Tier 1 Sonar Systems
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UEF Sonar System
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Cybran Noah Sonar System
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Aeon Sonar System
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Tier 2 Sonar Systems
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UEF Sonar System
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Cybran Sonar System
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Aeon Sonar System
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Tier 3 Sonar Systems
Tier 3 sonar systems are mobile; but they move very slowly.
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UEF Sonar System
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Cybran Sonar System
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Aeon Sonar System
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Air Staging Facility
These buildings refuel and repair aircraft. They are built by tier 2 or 3 engineers.
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UEF Air Staging Facility
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Cybran Air Staging Facility
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Aeon Air Staging Facility
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