I assume you mean Strategic launch detected? Supreme Commander. I got that game for the 360 (my PC is crap and wont run it) and man I wish I could get forged alliance. Anyways I have always been a big fan of RTS games, provably my favorite was Age of Empires 2 The Conquerors. I spent almost 2 years playing that game and never got bored. I havep played almost all of the "Age of" games by ensemble studios. I also was asked to play test a game called Rise and Fall which allowed you to play massive battles in and you could jump in as a single unit and play in 3rd person like a shooting game. You could board ships and what not pretty cool but it never really sold. I also played Battle for Middle Earth one (which I though sucked) and the second one as well which was A LOT better and really fun. Man I have played so many RTS that I can't remember them all, but after FPS games RTS is where is at.
If you read this I am sorry to say that you just lost 5 seconds of your life that you wont be getting back.*
I spent a lot of hours playing Warcraft II, Starcraft, and Warcraft III. Given that RTS capabilities are often measured by actions-per-minute -- and it's tactics, not strategy, that depends on physical manipulation of immediate resources -- I've come to prefer turn-based games.
Who coincidentally (or perhaps not), happens to use Defilers.
Not biased at all here.
Originally Posted by Antisocial one
It depends who your enemy is.
Defilers are exceptional against Terran, but still useful in the other two matchups.
Dark Swarm affects every Terran unit except for the Firebat, and the splash damage from Siege Tanks. Firebats are easily massacred by the time you have Defilers, and Siege Tanks damage is still significantly reduced, and can be nullified nearly completely by burrowing (damage is reduced to 1). Protoss have a significant amount of ranged also, although things like storm and reavers nullify this somewhat. Zerg, if it gets to this level, have quite a bit of Mutalisks, Lurkers and Hydralisks.
Plague is great for weakening groups of enemies, or for destroying Terran buildings in the absence of repairs, useful against everything from massed Science Vessels, to Dragoons to stacked Mutalisks. Combine this with the ability to instantly refill energy by consuming readily available Zerglings, and you have a winning combination.
Ghosts, on the other hand, are much more situational. They're energy has to be carefully rationed between cloak and lockdown (which of course doesn't work on biological units, e.g. all of Zerg), and nukes are so hard to land against an observant opponent as to be nearly irrelevant.