Supreme Commander 2

Supreme Commander 2

Noble Sir Jan 4, 2015 @ 9:01pm
SUP COM 2: Faction strengths and weaknesses
Hey all!

I'v just recently got my self into this game! It's awesome!
However, I'v googled sup com 2 faction strengths and weaknesses, and come up short! So could anybody break it down for me please?

Thanks!

GG ~Pat1911
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Showing 1-15 of 16 comments
SenSei Jan 5, 2015 @ 12:09am 
UEF has the best range for land/arty. They also win air between the 3. UEF also holds the best eco for sure.
Cybran has the best acu, on DLC they have the most OP land too. Their Soul Rippers are very op as well when there are quite a few of them.
Aeon has the temple and loyalty gun, and is arguably the best even on DLC. I also like aeon air, however uef air will still beat it in a dog fight of similar skill.
Last edited by SenSei; Jan 5, 2015 @ 12:10am
Noble Sir Jan 5, 2015 @ 7:54am 
Sweet! Thanks SenSei!
Real Goblin Jan 29, 2015 @ 1:31pm 
The UEF has a strong focus on a) doing damage, b) absorbing damage, and c) owning everything in the air. Due to the nature of their buildings, they can make some of the most ubelieveably stubborn turtle shells, and are better suited to "surviving" rather than outright "winning."

The Illuminate have a lot of tricks up their sleeve, as while they are poorly suited to directly engaging an enemy, they can utilize their land units' hover ability to attack from the sea, and later in the game, teleport directly to their target. They also have most of the best late-game emperimentals.

The Cybrans, like the Illuminate, are not very good at head-on engagements, mostly due to their lack of a proper tank. However, they are a very versatile faction, being able to deploy the Adapter, which is a combination of AA, anti-missile, and mobile shield. This unit allows the Cybrans to effectively shut down any UEF air units in their range, and make the enemy's building missile launchers a sad waste of mass and energy.

On a scale of how easy a faction is to play as, the UEF is by far the most straight-forward, followed by the Cybrans and finally the Illuminate, due to their reliance on outwitting instead of out-gunning.
Noble Sir Jan 29, 2015 @ 3:51pm 
Thanks man!
Haran Feb 1, 2015 @ 7:23am 
the illuminate have a big flaw tho.... NEVER use an illuminate land force against cbran OR UEF navies... you will be pwned due to the lack of range and armor
Noble Sir Feb 1, 2015 @ 8:02am 
Good to know! So what exactly is GOOD about the AEON forces? I mean, UEF you can get huge armys really fast and cheap, plus have air superiority.

Cybran have much better mobility on their land units but have fewer HP, since they only have assault bots. but they also get a research boost of sorts since they don't have to research mobile artillery.

And then there's AEON, What do they have on their side? Like really?
Real Goblin Feb 1, 2015 @ 10:00am 
The only tangible advantage the Illuminate has are its experimentals, but before then, you'll be hard-pressed to survive. As such, the Illuminate are NOT good in 1v1 battles. They are much better if their task is to support another on their team.
Noble Sir Feb 1, 2015 @ 11:26am 
Both the fat boy and the megilith outrange their assault block as well. That's a rather large proplem. And the lack of AOE like mobile artillery also makes them a rather poor faction to play.
Cell201135 Feb 3, 2015 @ 7:17pm 
Well the the biggest reason to play illuminate is that their intel is the best support they have due to the experiamental radar that shows pactially the whole map which is key to the UEFs artillary and not to methin that the illuminate have the highest amount of experimentals due to them not having a true navy and instead opting for mostly amphibious units. they also have the experimental shield crasher making a UEF Artillary and Illuminate dou very powerful because their inel gives the UEF line of sight then the shield crasher cripples the unwitting UEF turtle.
Tethos Feb 17, 2015 @ 12:51pm 
UEF: Best at -
1) Surviving - their units have high hp, and their Commander has good defensive and economic abilities.
2) Keeping the enemy far away due to artillery, giving you time to think. (Or just artillery bomb their base).
3) Swamping the enemy with units produced from your mobile factories.

UEF: Vulnerable to -
1) Heavy and mobile land offensives. Their artillery cannot target quick units!
2) Illuminate EMP's, as UEF depend on shields more so than the other factions.

Illuminate: Best at -
1) Supporting, through use of the EMP and Space Temple. They also have the best intel.
2) Assassinating. They have many means of deceiving your opponent, and the Darkenoid is great for taking out Commanders when it crashes!

Illuminate: Vulnerable to -
1) Naval bombardment, completely lacking a navy of their own.
2) Frontal assaults.

Cybran: Best at -
1) Research. A good player should be ahead of his opponents the entire game through early Proto-Brain use. This gives them the opportunity to stop UEF Turtles developing, as Cybran do not have good shields and are vulnerable to artillery.
2) Experimental defence - the Magnetron, Bomb-bouncer, and Recycler are critical to defending against the other factions, which have longer-range capabilities. Their nuclear redirector ensures they will never have need for building costly anti-nukes.
3) Naval superiority.

Cybran: Vulnerable to -
1) Artillery. UEF Artillery slightly outranges that of the Cybrans.
2) Air assaults. Cybran Anti-Air is pretty dire. Not even Adapter spam can save them in some situations.

While Cybrans do have some of the best land experimentals, these generally have poor anti-air. My tactic is to support them with Adapters, and only go on the offensive once they have achieved high veterancy levels. It's also worth having constant Adapter production from multiple factories, as even a small airforce can easily level a Cybran base, regardless of it being invulnerable from a land-based offensive.

It's also worth noting that if you're going to turtle with UEF (and arty spam), have enough of an airforce to be able to scout, as this gives your artillery the LOS needed to attack.
Last edited by Tethos; Feb 17, 2015 @ 1:10pm
Noble Sir Feb 17, 2015 @ 6:12pm 
Brilliant! This was very very helpful! Thanks man!
SpartanWar118 Oct 12, 2016 @ 1:44pm 
do you think someone could do the same for SupCom2's RVE mod? funnest freakin mod i've ever played in a game
=BB= Misophist Oct 12, 2016 @ 10:13pm 
UEF: Great on defence, especially if you are trying to win through artillery. Meh on attack, but wont die instantly. Their navy isnt much, but the subs are priceless. Covert intel stations!

Cybran: Only good for offence, and their armies show it. Low health, high speed. They are huge subscribers to the "the best defence is a strong offence" school of thought. Best navy in the game, IMO. DLC gives them jump jets, so they can be used like the fatboy II replica that the cybrans dont have.

AEON (or illuminati): Overall, pretty good. With the teleporter your ground units has vasty superior movement (unless the enemy is using exp. transports. Thats rare though, at least en mass). Use this to outmanuever enemies, as your armies require a decent numerical advantage to come out ahead.

Thats at least my opinion of the races.
SpartanWar118 Oct 12, 2016 @ 10:34pm 
Originally posted by Sir Panache:
AEON (or illuminati)
Its "Illuminate"
also they have the best intel stations because you can put a range boost on them for energy
i revealed a whole map with 3 of them..well..almost the whole map
=BB= Misophist Oct 13, 2016 @ 1:33pm 
Originally posted by ☯Spartanwar118☯:
Originally posted by Sir Panache:
AEON (or illuminati)
Its "Illuminate"
also they have the best intel stations because you can put a range boost on them for energy
i revealed a whole map with 3 of them..well..almost the whole map
I know the actual name. But I dont care.
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Date Posted: Jan 4, 2015 @ 9:01pm
Posts: 16