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SupCom2 brought the research system with the premises that there won't be lower tier units which become redundant later, but thanks to bad balancing the unit roster of a SC2 pro game is much more desolate than a FA pro game. All factions have a dominant unit in each respective field in SC2; like if you need navy with UEF you only build Tigersharks, nothing else, and you don't even need anything besides the commander with Aeon which can be partially true for Cybran as well. The fact that navy is completely redundant in the sequel thanks to lack of proper naval maps is completely a different matter. Tier stuff is not completely correct anyways: In a competitive FA match T1 units are still viable even when you go T3 because thanks to their price and flow economy you will never be able to pump out T3 units non-stop out of all the factories. You generally have 1-2 T3, and rest is T1-2 mixed so your production is not completely halted and your enemy is actually wasting the potential of his T3 units while killing your T1s while yours march unscratched. Add to that there are so many differently functioning units like mobile stealth field generators and nuclear submarines that you will never see in the sequel.
It is also not a matter of opinion flow economy is a much deeper game mechanic and it requires serious planning and care compared to the traditional pay-on-demand. Adding research system on top of that gives you all benefits with no risk or planning. Aeon ACU and teleport snipe I mentioned is a good example, which gives you godlike power in minutes with zero micro and macro. Its counters are equally laughable requiring your ACU to sleep in a transport for the whole match, continously run or do the same cheap "tactic." So much for the demonising and false advertisement that a singular unit will no longer win you the game in the sequel, especially considering the pain of getting one in FA. Try getting the equivalent of that power in the prequel with your commander, which requires you surviving for half an hour or more with a non-functioning commander and a non-functioning army, because your ACU is disabled and resources are getting sucked by it faster than you can produce: Which ensures you will never see that in a serious match. Compare that to SupCom2, which you will regularly see. It is the only tactic that some players use and need. Jump-jetting or teleporting your blobs, even air blobs, to victory is not any better.
There are still so many problems such as simply steamrolling enemy defenses with no artillery or tactical missile support in SC2 but I guess this is enough to inform the players that have never played the Forged Alliance. Until 1-2 years I have been playing both games simultaneously, and just by watching tournaments of both of them you can see which game is deeper and has more strategic and tactical diversity. Despite my seemingly negative points I would like to add that SC2 has some real improvements over the first one too, but I am too tired and you can already read those points in professional reviews.
I conclude that Supreme Commander 2 is unquestionably a downgrade as a sequel, but nonetheless a good and fun RTS game in its own right.