>>13667615
Do you have the original SupCom as well? If so I suggest you play the campaign for that first. Forged Alliance gives you access to the full tech tree immediatly and expects you to go at it. The original campaign eases you into the game much better and the first 2 or 3 missions are pretty much an extended tutorial.
General tips:
- Map control is the name of the game. Mass extractors (aka Mexes) are by far the most efficient method of gaining mass. Most often you will be limited by mass since energy generators are relatively easy to spam.
- Engineers turn resources into units and buildings. If you have a large surplus of resources, build more engineers and have them assist factories or whetever until you are running as small a surplus as possible.
- Factories can assist each other. You can give build orders to one factory and any assisting factories will follow the same commands. It makes management easier. Remember you can put factories on repeat so the queue never ends.
- Early game your ACU is a powerhouse both in combat and construction. By the time T2 rolls around you should keep it safe behind your lines most of the time, and consider upgrading it. Generally speaking the ACU is best used as a super-engineer. I'll leave other strategies for you to discover.
- Reclaiming lets you turn dead (or living) units into mass. If I recall correctly ordering an engineer to attack-move or patrol an area will make him auto-reclaim any wrecks, trees or rocks he finds. This mechanic allows for great comebacks, since you can use an enemy attack to fuel your economy (provided you live through it).
- Micro is useful as in any RTS, but SupCom is heavily focused on macro. A booming economy will beat gookclickery every time.
Above all, don't be afraid to try things out. And always be aware of where your commander is. There's nothing worse than having your camera suddenly shift towards your ACU having a meltdown.
UEF is best faction. Cybrans a shit.