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Auto Gun redirects here. For the weapon as used by the Jester Gunship, see Cybran T1 Light Gunship.
Point Defenses
Tech 1 Point DefenseUEB2101 build btnURB2101 build btnUAB2101 build btnXSB2101 build btn
Tech 2 Point DefenseUEB2301 build btnURB2301 build btnUAB2301 build btnXSB2301 build btn
Tech 3 Heavy Point DefenseXEB2306 build btnNo-unitNo-unitNo-unit

UEF T1 Point Defense: DM1 Plasma Cannon UEF T1 Point Defense:  DM1 Plasma Cannon
UEF T1 Point Defense: DM1 Plasma Cannon
Low-end defensive tower that attacks land- and sea-based units. Does not engage aircraft or submerged units.[ e ]
Build costsEnergy icon -2000
Mass icon -250
Time icon 250
Max healthHealth icon 1300
Veterancy UEF veteran icon Kills icon 6  (Health icon+1/s)
Intel (radius) Vision: 24
Direct Fire - Projectile
Damage per second 167
Projectile damage 50
Rate of fire 3.333 Projectiles/s
Range 26

Cybran T1 Point Defense: Auto Gun Cybran T1 Point Defense:  Auto Gun
Cybran T1 Point Defense: Auto Gun
Low-end defensive tower that attacks land- and sea-based units. Does not engage aircraft or submerged units.[ e ]
Build costsEnergy icon -2000
Mass icon -250
Time icon 250
Max healthHealth icon 1300
Veterancy Cybran veteran icon Kills icon 6  (Health icon+1/s)
Intel (radius) Vision: 24
Direct Fire - Projectile
Damage per second 167
Projectile damage 50
Rate of fire 3.333 Projectiles/s
Range 26

Aeon T1 Point Defense: Erupter Aeon T1 Point Defense:  Erupter
Aeon T1 Point Defense: Erupter
Low-end defensive tower that attacks land- and sea-based units. Does not engage aircraft or submerged units.[ e ]
Build costsEnergy icon -2000
Mass icon -250
Time icon 250
Max healthHealth icon 1300
Veterancy Aeon veteran icon Kills icon 6  (Health icon+1/s)
Intel (radius) Vision: 24
Direct Fire - Projectile
Damage per second 167
Projectile damage 50
Rate of fire 3.333 Projectiles/s
Range 26

Seraphim T1 Point Defense: Uttaus Seraphim T1 Point Defense:  Uttaus
Seraphim T1 Point Defense: Uttaus
Low-end defensive tower that attacks land- and sea-based units. Does not engage aircraft or submerged units.[ e ]
Build costsEnergy icon -2000
Mass icon -250
Time icon 250
Max healthHealth icon 1300
Veterancy Seraphim veteran icon Kills icon 6  (Health icon+1/s)
Intel (radius) Vision: 24
Direct Fire - Projectile
Damage per second 167
Projectile damage 50
Rate of fire 3.333 Projectiles/s
Range 26

The various factions' T1 point defence turrets all have high damage and short range, with minimal differences. These turrets can serve early on as defense against T1 armies and later on as high damage assistance to longer range turrets. As the game goes on, these turrets are cheap enough to be deployed in huge numbers and be easy to replace.

Tactics[]

It is easy to overlook this unit when attacking a base, focusing instead on killing the economy or defending units, but should an enemy army be forced into firing range they may be surprised.[1] With a shockingly high 167 DPS for T1, higher than even their T2 counterparts, these turrets work very well against direct fire units and make short work of a tank army, or ACU that strays into range. However they have short range and can be avoided, or taken out easily by T1 mobile light artillery that manage to reach the area (while slower than T1 tanks, with their max range of 30, this will be 4 units longer than the PD). This can limit their use and make them more situational as the game goes on and arty becomes more prominent.

Regarding placement, due to their low hitbox, it is usually effective to put walls infront of them to absorb enemy fire and extend their durability. They excel when positioned near a chokepoint which will force enemy arty to cluster together, making the arty easier to take out in a counterattack. A land scout or radar may be used to enable them to fire at maximum range and detect incoming enemies. For example, without radar, an Aeon T1 Light Tank outranges the vision of the PD and can take it out without taking return fire, whereas with radar the Aurora will be shot and obliterated. Additionally, the intel can allow the player to provide the PD with the necessary reinforcements before the enemy approaches.

However, do not overbuild them. They are as costly as five T1 tanks and as previously mentioned, die to T1 mobile arty due to being outranged (even worse than the tanks, as the stationary PD cannot even try to dodge arty focus fire). When covering areas, only use PD where it is cost effective to do so, such as where it allows the main army to position more effectively, or where it would otherwise force the enemy to be more split up. For example, stationing a PD on the edges of the map at a mass deposit might be be cost effective rather than pushing many more (eg 10+) mobile units to the edge, when the player's main force needs those tanks in the middle. By building a PD with a cost of 5 equivalent tanks, instead of stationing 10 defensive tanks there, essentially 5 tanks worth of mass will be freed up to join the main army. Further, when the cost of the engineer's economic activity is factored in, if there are reclaimable rocks near the defensive position then the opportunity cost of spending a minute to build the PD goes further up. As before, consider using walls to shape the terrain to reduce the area that they need to cover or walling off low-traffic areas rather than building a costly PD. Estimating the enemy forces one expects to face at the defensive location will allow for more efficient and economical spending of mass.

As with point defense in general, as land-only attacking units, the structure is weak to enemy air units. Use T1 anti-air turrets and mobile AA to stop them from being picked off by bombers.

Snap-building[]

Later in the game T1 PD can be quick built by engineers to defend against surprise attacks, such as transport drops, or command units with the teleport upgrade (for example, enemies might do this to assassinate a friendly ACU). This group of T1 PD is sometimes referred to as "teleport defence", because with the PD's high DPS they can make short work of the enemy before they can do much damage. This snap-build tactic is also a viable tactic for shielded SACUs to defend against Monkeylords and other land experimentals.

Factional Differences[]

The only known difference between the various turrets are the fact that the UEF and Cybran ones turn to face their target (approximately) 33% slower (and are less resistant to kiting as a result).

Gallery[]

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  1. The in game DPS is 166.6 recurring, not 150: The game engine rounds timings to the nearest 10th of a second, so it actually fires once every 0.3 seconds, not every third of a second. So the DPS is a 9th higher than it should be on paper.
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