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T1 Radar Systems T1 Radar Systems
UEF T1 Radar System: SA1 - 1000Cybran T1 Radar System: MagnoAeon T1 Radar SystemSeraphim T1 Radar System: Sele

Radar system with minimal range. Detects and tracks surface and air units.[ e ]
Build costsEnergy icon -720
Mass icon -80
Time icon 80
Consumption
Energy icon -20
Build rate
Time icon10/s
Max healthHealth icon 10
Intel (radius) Vision: 20
Radar: 115

T2 Radar Systems T2 Radar Systems
UEF T2 Radar System: SA2 - 2000Cybran T2 Radar System: Magno XRAeon T2 Radar SystemSeraphim T2 Radar System: Sele-esel

Radar system with moderate range. Detects and tracks surface and air units.[ e ]
Build costsEnergy icon -3600
Mass icon -180
Time icon 600
Consumption
Energy icon -250
Build rate
Time icon15/s
Max healthHealth icon 50
Intel (radius) Vision: 25
Radar: 200

T3 Sensor Arrays T3 Sensor Arrays
UEF T3 Sensor Array: SP3 - OmniCybran T3 Sensor Array: OlympusAeon T3 Sensor Array: OculusSeraphim T3 Sensor Array: Aezesel

High-end intelligence system. Provides maximum radar and sonar coverage. Counters enemy intelligence systems.[ e ]
Build costsEnergy icon -30000
Mass icon -2400
Time icon 1800
Consumption
Energy icon -2000
Max healthHealth icon 100
Intel (radius) Vision: 30
Radar: 600
Omni: 200

Radar is one of the Intelligence types. Only specific units have radar, including T3 air scouts, T1 land scouts, immobile Radar structures, as well as most Naval units. Radar can determine location of opposing units, as well as orientation (structure or mobile unit) and terrain status (over water, over land, or flying).

Radar is extremely important because most units can fire further than they have sight. By revealing the enemy position, land units can fire earlier and further away than usual, and enemy air units can be tracked.

Jamming and deception[]

Any units with stealth cannot be detected by radar. This is particularly relevant to the Cybran faction.

Radar jamming reduces the effectiveness of radar by producing confusing fake signals, but does not eliminate its effect. Jamming is largely used by the UEF faction.

Visual/optical cloaking is not affected by radar. However, detecting any unit that has both stealth and optical cloak requires omni sensors.

Radar structure[]

  • T1 Stationary Radar: Range of 115; drain of 20 Energy
  • T2 Stationary Radar: Range of 200; drain of 250 Energy
  • T3 Stationary Radar: Range of 600, Omni (radar, sonar, sees through cloak) Range of 200; Energy Drain of 2000

Stationary radar costs very little mass and builds quickly, but requires a significant amount of energy in its construction. Before T3 and considering T1 land scouts as "T0" radar, each stage roughly doubles the range, vastly increasing the area covered (usually by around three times the area coverage or more). Effectively, the T3 radar gains Omni range out to the T2 radar radius. Finally, note that radar structures are vulnerable to energy stall due to their power drain, and will shut off if unable to siphon enough energy from reserves. All radar signatures not covered by unit radar will be lost.

Adjacency bonus[]

Due to its small size, a radar installation is the best structure in the game to take advantage of adjacency bonuses. By building only 4 T1 power plants around a radar you can reduce its operational costs by 25%, which saves you 500 energy when you upgrade it to T3. If you build it adjacent to a hydrocarbon power plant before building 3 more T1 power plants you can save even more.

Unit based radar[]

Unit based radar is typically shorter, but mobile, allowing to reposition to relevant areas. It does not require energy to be maintained, making them immune to the effects of an energy stall.

Land based radar[]

Air based radar[]

NB : T1 Air Scouts are not equipped with radar, though they boast a wide direct vision range (42).

Sea based radar[]

Gallery[]

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