FLYING EYES – AIR SCOUT

The Air Scout is extremely inexpensive, and it’s this virtue that makes it useful. While an interceptor will often get farther into an enemy base, a single air scout in your build queue will let you stockpile a set of scouts that can crisscross the map looking for a lightly defended way in, and for less than 1 mass per second. The Cybran scout has a surprisingly large sight range, actually, so that it can compete with their land scout.

The Flying Eyes Air Scout, Cybran Tech 1 Air Unit in Supreme Commander.
FLYING EYES – AIR SCOUT

Flying Eyes Stats

Armor: 3hp (light)
Cost: M12, E600, T140
Intel
sight: 80 (1.56km)
Physics
max speed: 10 (195m/s)
turn rate: 100
elevation: 20 (391m)
Transport class: 1
*veteran level 2: +1 hp
*veteran level 4: +1 hp
*veteran level 5: repair 1 hp/s

Flying Eyes Weapons

Air Crash (Death)
10 damage
area: 1 (19.5m)

PROWLER – INTERCEPTOR

Interceptors are the bread and butter of your air defense. They’re fast, effective, and cheap, meaning you can set Engineers to build more without having to pause your other projects. I recommend having one Air Factory set to build infinite interceptors for the entire game. To make up for its low health, the Cybran interceptor has two guns, making it more likely to hit.

The Prowler Interceptor, Cybran Tech 1 Air Unit in Supreme Commander.
PROWLER – INTERCEPTOR

Prowler Stats

Armor: 16hp (light)
Cost: M38, E2280, T380
Intel
     sight: 32 (625m)
Physics
max speed: 17 (332m/s)
turn rate: 100
elevation: 18 (352m)
engage distance: 50 (977m)
Transport class: 1
Veterancy: 5, 10, 25, 50, 100 kills
*veteran level 2: +4 hp
*veteran level 4: +4 hp
*veteran level 5: repair 1 hp/s

Prowler Weapons

2x Electron Autocannon (Anti Air)
10.20 dps
range: 20 (391m)
projectile weapon: 4 damage
x 3 projectiles = 12 damage per salvo
rate of fire: 0.85 (every 1.18s)
*veteran level 1: +1 damage
*veteran level 3: +1 damage

Air Crash (Death)
25 damage
area: 1 (19.5m)

ZEUS – ATTACK BOMBER

The Cybran attack bomber is just fine for what it does: create an early threat that forces the opponent to send out his interceptors. If you don’t have the breathing room to upgrade your air factory to high levels, you can produce big packs of bombers that turn a failed attack on the Commander into a success. Cybran bombers have low health but they can hit moving units wonderfully.

The Zeus Attack Bomber, Cybran Tech 1 Air Unit in Supreme Commander.
ZEUS – ATTACK BOMBER

Zeus Stats

Armor: 19hp (light)
Cost: M171, E3420, T570
Intel
     sight: 32 (625m)
Physics
max speed: 12 (234m/s)
elevation: 18 (352m)
engage distance: 50 (977m)
Transport Class: 2
Veterancy:
5, 10, 25, 50, 100 kills
*veteran level 2: +4 hp
*veteran level 4: +4 hp
*veteran level 5: repair 1 hp/s

Zeus Weapons

Neutron Cluster Bomb (Bomb)
150.00 dps
area: 3 (58.6m)
range: 5 (97.7m)
projectile weapon: 50 damage
x 6 projectiles = 300 damage per salvo
rate of fire: 0.5 (every 2s)
*veteran level 1: +13 damage
*veteran level 3: +13 damage

Air Crash (Death)
100 damage
area: 1 (19.5m)

SKYHOOK – LIGHT AIR TRANSPORT

The advantage of having an early air transport is twofold: you can airlift your assault bots and have a flying gunship to kill enemy T1 forces, or you can make more perilous drops of units or engineers behind enemy lines. Don’t rely on them to live beyond one drop, though; they’re mostly there to strike fear into the hearts of your enemies rather than actually deliver the victory. It transports 6 T1 units, 3 T2 units, or 1 T3 unit.

The Skyhook Light Air Transport, Cybran Tech 1 Air Unit in Supreme Commander.
SKYHOOK – LIGHT AIR TRANSPORT

Skyhook Stats

Armor: 90hp (light)
Abilities: Transport (Carries T1-T3 Land Units)
Cost: M120, E4800, T600
Intel
     sight: 32 (625m)
Physics
max speed: 15 (293m/s)
elevation: 10 (195m)
Transport Space: 6
class 2 attach size: 2
class 3 attach size: 4
*veteran level 2: +23 hp
*veteran level 4: +23 hp
*veteran level 5: repair 1 hp/s

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