EMP got my vote
reasons:
-can be built early on
-decent charge speed
-strategetically placed EMP cannons allows for domination on the map
-blast one of those babies in your enemies base and make a quick rush in there and take out key structures while they dont even have a chance

(such as sending in an air raid)
-only costs 1000 credits
-the Mobile emp is able to be made in FS afterwards if your GDI which can be a handy unit in holding off LOTS of tanks
but over all here is how i would rank the superweapons
1-EMP (see above)
2-Chemicle Missle (reasons for what daTS had said)
3-Multimissle (great destruction power in fairly big radius)
4-Ion cannon (charges fast and is accurate but not quite as strong as others)
5-Drop pods (come on throw them behind enemy lines and take them out from the back)
6-Firestorm wall (really good defense if used properly but kinda of annoying especially if you forget that your FS wall is on and you send your air units to go attack something :o )
7-Hunter Seeker (this thing just annoying me. you lose a unit with it and it destroys a random target which in a lot of cases will be crappy things or even civillian things sometimes.)
QUOTE
I never really liked the TS Super Weapons. Too weak.
well i never like superweapons that much b/c they are a cheap way of winning a lot of the time but b/c they are weaker in TS it makes it more fair and balanced IMO
This post has been edited by Ixith: Nov 22 2006, 12:01 AM