Something very similar has already been suggested elsewhere. I'll just repeat what I said there: This sort of change would make air units not so much...
There are so many ways for metal planets to be powerful weapons without being simple game enders. Planet destroying abilities may be one shot Planet...
Yeah, currently the extraneous parts of getting things into orbit are somewhat placeholdery. At least they seem to have fixed the bit where the...
I too am somewhat saddened to see transports unavailable at the early stages of a battle but am not sure what solution I'd like to see deployed to...
+1 to unit variety over straight upgrades. Nothing else to add really.
In cases of certain but delayed defeat I typically try to offer my competitors a choice of whether they want me to fight to the bitter end or...
Necro. This is still an issue. Packing the .exe in an archive without the relevant archive extension causes needless program handling failures and...
This would make air not so much a type of unit as an unusual type of artillery. I'd much rather see the usual balance tuning to give them their own...
+1 on more conventional ground-to-orbit rocketry. Methinks the Astraeus is just a placeholder anyways, and I rather expect deliveries between orbit...
When you start going for interplanetary war micromanagement goes out the window. You stop commanding individual fabbers, you use doubleclick or "f"...
Yes, you can do this in SupCom. Haven't explored it for traditional structure-launched nukes but I have personally witnessed a commander-launched...
On the subject of conflicting keybinds, are there any current plans to have some contextual sensitivity or other mechanism to allow some...
It's somewhat dysfunctional as a normal point and click type attack as it requires you to micro your commander into facing the right direction before...
What sort of generally good practices can I adopt when I participate in team games, and what are the types of faux pas I could keep in mind to avoid?...
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