

In the original SupCom, Cybran was the best team to play & this was initially the case with SupCom2 as well but balance fixes have kept all 3 pretty viable. Originally a bunch of the experimentals were underpowered & not used in multiplayer but most have been adequately buffed.

Later on a fully upgraded Commander is still vulnerable to Air units. Personally I like that this is possible at all & its definitely possible to counter it.Įarly game Commander rush can be beaten with the help of a Point Defense + early units + Commander because the Rushing Commander will only have slight upgrades. It means that a bunch of multiplayer games degenerate into Commander death-match. The main balancing issue seems to be that Commander upgrades can create a monster that can take on several Major Experimentals at once pretty easily. The 3 sides seem to be pretty well balanced & most of the experimentals are fairly useful without being excessively strong. There were a bunch of bugs/balancing issues on release but these have been much improved. Once you accept that its a more normal-scale & type RTS, its actually pretty fun though. SupCom2 is certainly not a proper sequel to SupCom1. In the meantime, FA is looking like the pinnacle of the series I think.

I'm thinking that this might be worth buying at ~$20 someday. I have never been able to stomach the original SupCom's single player, but I did beat FA's twice because of the relative challenge it offered. The single player looks like it will be as cheesy and shallow as ever. That was part of what made Supcom, Supcom. The building linking stuff was so fascinating and was a game in itself. I'm frankly rather baffled on why they dropped as much of the SupCom mechanics as they have. But that could end up playing a lot like a slow turn-based strategy game, certainly not what SupCom is/was. You could then really customize your forces and work with allies in that way so you complement each other. I think it could be very interesting if they were to add much more complexity to the trees. I think that the tech level tiers with units is enough of this kind of thing for a RTS game. It feels like a merging of turn-based strategy gaming with RTS, but just ends up as a repetitive annoyance when you have to do the same "leveling" again and again in every single match. The skill/tech tree stuff reminds me of what I didn't like about SoaSE.
