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It ends up not really succeeding at either, with the main offenses being that they went to a much more bogstandard (if admittedly more beginner-friendly) "charge up-front" economy and that they removed the tech level system (which research labs do not at all make up for -- not that they even really make sense lore-wise). Without those two changes it could have been a worthy successor. There isn't really anything wrong with most of the game, just with some of the major design decisions that I feel were mostly a result of executive meddling.
Alas, a lot of studios can't help but chase the mythical "broader audience"...
> Simplified Resource management and collection (no upgradeable/tiered power nor mass structures. Spending resource is now getting a resource to the required purchase threshold and constructing it afterwards, going full on econ is now required from what I've seen.
> Bland Unit variety, basic tanks and bots are your primary through and through with tiered units being support or specialist that assists/needs assistance.
> Artillery turned from long range suppression/oppression into a piss poor constant long range dps, they went from army chipper into shield weakener in SupCom 2.
> Experimental units are now horrid gameplay wise and design, not only do they look ugly but they're also weaker now. Experimental units used to be The Siege Weapon that would break through the enemy defenses with or without an army support but now without an army and couple dozen cannon fodders they're nothing more than healthpool.
> Aircrafts are now way too strong, aircrafts in SupCom has always been very irritating to deal with for me but now in SupCom 2 it's basically who spammed the most aircrafts win as defense structures are now nothing more than rush stoppers.
Thought there are lot of things that simplified from UI to gameplay there things that are made more complex like the teching/research section. Research doesn't tie in with lore whatsoever and is objectively a poor replacement with just teching up through ACU or Factory upgrades (the only thing that is now more complex when it doesn't need to.
Micro heavy comes from using unit ability, structure management (mass converter) and research unlocking aswell as ACU placement. Factory are now required to be kept on building units or else you risk getting overwhelmed as defense variety is now static. Map is way smaller now forcing unit preservation or risking wasting resource and unit amount.
In Supreme Commander Forged Alliance I could get away turtling ain a variety of ways with the turtling whilst amassing an army tactic or building a massive future econ plan for mass producing experimentals but in Supreme Commander 2 i'm forced to join the fight or else I risk losing because one of my A.I creep lemmings teammate went ahead a bit too far forcing me to keep the frontline the middle of the map for as long as possible especially with how small the map is and how tight the battlefield can be, Competitively i'm sure the games are thrilling and always action packed but i'm a casual and such fast APM style micro heavy rts is not for me. I've always loved the long and steady approach of winning but this game is just way too fast and simple for me.
Mostly shorter rounds of the game. I do not fancy 3-4 hour long one map anymore, where if you did some mistakes you would have to replay most or all of map.
Research... meh. Not great but not totally terrible either.
I do dislike that resource buildings cannot be built freely as in 1, and that the most games is lvl1 units fighting lvl1 units.
So I suppose this game is intended less hardcore and more for broad audience, but I think that intended audience meanwhile moved to different MOBAs.