Franck83 wrote:What about faction ACU uniqueness ? i want to be in the spirit of each faction
Maybe this wiki can help with Faction differences:
http://supcom.wikia.com/wiki/Faction_differences
Kazmahu wrothe this 9 years ago:
Kazmahu wrote:Some of the general differences:
UEF: Units are generally more heavily armored/have more HP, but cost slightly more. The Mech Marine is the best unit for an attempted spam rush, and a transport loaded with them makes a lethal improvised gunship. The Fatboy experimental factory is very powerful if used correctly, able to handle an Aeon GC is micromanaged. Similarly, the Atlantis battleship is powerful but very expensive for what it does. The killsat is useful, but easily thwarted by shields, and the Mavor's ludicrous construction time means you'll probably never see it used, but if it gets built, that side's basically won the game right there.
Cybran: Focus more on stealth. Units are lighter, but have more special abilities. Missing a T3 shield generator, but the T2 can be upgraded several times, to the point where it's comparable to the other factions' T3 shields. The Monkeylord experimental Spiderbot is perhaps the best experimental in the game, cheap, very effective, and packing stealth abilities, while the Megalith is effective on land but especially at defending the coast. The Scathis and Soul Ripper general aren't worth the cost.
Aeon: Units are light and very specialized - for instance, their T1 frigate doesn't have anti-air guns, but they have a unique anti-air boat to compensate. Several of their units hover, allowing you to rush tanks over water obstacles that would block other factions. Their T3 gunship is brokenly cheap and ridiculously effective. The experimental aircraft carrier is awesome, especially if you take the time to fill it with bombers. The Galactic Colossus is also phenomenally powerful, but VERY slow and lacks anti-air weapons, so make sure it's escorted or have it stay around as a defensive juggernaut. The experimental battleship is somewhat unremarkable, but effective for cost. The Paragon, similar to the Mavor, takes so long to build you'll rarely see it finished; but it gives you limitless resource income when it is done, again basically winning you the game.
Seraphim: ACU's unique regeneration field upgrade is stupidly potent, making your early attack groups last a LOT longer. Most units are multipurpose, but slightly less effective than other factions' specialized units. Their experimentals are all interesting: the Assulat Bot is powerful in its first form, but on death releases a Quantum Energy Being that will quickly annihilate everything nearby, including friendly units. The experimental bomber does massive damage, but its huge turning circle means it'll have trouble attacking the same small area twice quickly. The experimental nuke launcher is another game winner - takes forever to build, but when it's up, it can build a nuke VERY cheaply in sixty seconds flat. Each of those nukes requires two counter-nukes to stop, meaning a target would have to have EIGHT antinuke silos working full-time to avoid being overwhelmed, which means you basically own the map.
https://wiki.faforever.com/index.php?title=Faction_Information
UEF
The "Turtle" faction, a name coined because this faction plays best with a slow, steady, grinding style. Good for beginners together with Seraphim thanks to very solid, largely uncomplicated units, a strong ACU at all stages of the game, and units which do exceptionally well with little to no micro.
Seraphim
The other 'Beginner' faction, the Seraphim generally make up for their lack of unique units with extremely powerful all-rounders. Who needs a specialist shield killer when you can just blow the front door down?
Cybran
"Hit and run" Faction that is harder to master. Require more micro than UEF and Seraphim. Weakest ACU. Fast units that are good to combine mobile stealth. Worst static shields and no mobile shields. Best Cruise Missiles, they split into 3 smaller when hit by TMD.
Aeon
Hardest faction to play. Require lot of micro. Good choice for playing on air spot due to versatility.
Nomads
The Nomads are a fifth race for Supreme Commander. Unlike the other factions in FA, they do not have access to gating technology and thus move around in huge spaceships. On the battlefield they favour high rate of fire common weapons, such as rockets, missiles, unguided munitions over armour, health and other fancy weapons such as beams.