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Up To Eleven is a defunct trope


** [[UpToEleven THE FUCKING VULTHOO GUNSHIP FOR THE ILLUMINATE.]] Gunships in this game are already quite tanky, and the Vulthoo for the Illuminate is rather well-priced, fast, and tough with a solid weapon. Now combine this with the Illuminate Air Unit Upgrade that allows them to shoot chaff that makes ground AA miss and some shields, and you've got a great unit that already holds up well even under attacks from fighters. Now give it the ability to FUCKING TELEPORT, and a group of over 30 of them can melt heavily defended bases with laughable ease. AA towers will struggle to damage them at all, AA ground units are virtually useless, and even fighters, the '''hard counter to air units like gunships,''' end up being limp since they can only target one unit at a time, and Vulthoo hordes have a nasty tendency to "clump" together into one unit due to them hovering while firing, meaning they constantly (albeit unintentionally) alternate in taking punishment.

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** [[UpToEleven THE FUCKING VULTHOO GUNSHIP FOR THE ILLUMINATE.]] ILLUMINATE. Gunships in this game are already quite tanky, and the Vulthoo for the Illuminate is rather well-priced, fast, and tough with a solid weapon. Now combine this with the Illuminate Air Unit Upgrade that allows them to shoot chaff that makes ground AA miss and some shields, and you've got a great unit that already holds up well even under attacks from fighters. Now give it the ability to FUCKING TELEPORT, and a group of over 30 of them can melt heavily defended bases with laughable ease. AA towers will struggle to damage them at all, AA ground units are virtually useless, and even fighters, the '''hard counter to air units like gunships,''' end up being limp since they can only target one unit at a time, and Vulthoo hordes have a nasty tendency to "clump" together into one unit due to them hovering while firing, meaning they constantly (albeit unintentionally) alternate in taking punishment.
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* The UEF AC-1000 is a similarly powerful air Experimental, with great armor and immense firepower alongside great mobility and a relatively fast construction time. A group of them can wipe out even the most heavily defended bases. They don't have the ability to engage fighters, however, and due to them being large single units enough fighters can counter them.
* [[UpToEleven THE FUCKING VULTHOO GUNSHIP FOR THE ILLUMINATE.]] Gunships in this game are already quite tanky, and the Vulthoo for the Illuminate is rather well-priced, fast, and tough with a solid weapon. Now combine this with the Illuminate Air Unit Upgrade that allows them to shoot chaff that makes ground AA miss and some shields, and you've got a great unit that already holds up well even under attacks from fighters. Now give it the ability to FUCKING TELEPORT, and a group of over 30 of them can melt heavily defended bases with laughable ease. AA towers will struggle to damage them at all, AA ground units are virtually useless, and even fighters, the '''hard counter to air units like gunships,''' end up being limp since they can only target one unit at a time, and Vulthoo hordes have a nasty tendency to "clump" together into one unit due to them hovering while firing, meaning they constantly (albeit unintentionally) alternate in taking punishment.

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* ** The UEF AC-1000 is a similarly powerful air Experimental, with great armor and immense firepower alongside great mobility and a relatively fast construction time. A group of them can wipe out even the most heavily defended bases. They don't have the ability to engage fighters, however, and due to them being large single units enough fighters can counter them.
* ** [[UpToEleven THE FUCKING VULTHOO GUNSHIP FOR THE ILLUMINATE.]] Gunships in this game are already quite tanky, and the Vulthoo for the Illuminate is rather well-priced, fast, and tough with a solid weapon. Now combine this with the Illuminate Air Unit Upgrade that allows them to shoot chaff that makes ground AA miss and some shields, and you've got a great unit that already holds up well even under attacks from fighters. Now give it the ability to FUCKING TELEPORT, and a group of over 30 of them can melt heavily defended bases with laughable ease. AA towers will struggle to damage them at all, AA ground units are virtually useless, and even fighters, the '''hard counter to air units like gunships,''' end up being limp since they can only target one unit at a time, and Vulthoo hordes have a nasty tendency to "clump" together into one unit due to them hovering while firing, meaning they constantly (albeit unintentionally) alternate in taking punishment.
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Again, fuck the Vulthoo.


* The UEF AC-1000 is a similarly powerful air Experimental, with great armor and immense firepower alongside great mobility and a relatively fast construction time. A group of them can wipe out even the most heavily defended bases.
* [UpToEleven THE FUCKING VULTHOO GUNSHIP FOR THE ILLUMINATE.] Gunships in this game are already quite tanky, and the Vulthoo for the Illuminate is rather well-priced, fast, and tough with a solid weapon. Now combine this with the Illuminate Air Unit Upgrade that allows them to shoot chaff that makes ground AA miss and some shields, and you've got a great unit that already holds up well even under attacks from fighters. Now give it the ability to FUCKING TELEPORT, and a group of over 30 of them can melt heavily defended bases with laughable ease.

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* The UEF AC-1000 is a similarly powerful air Experimental, with great armor and immense firepower alongside great mobility and a relatively fast construction time. A group of them can wipe out even the most heavily defended bases.
bases. They don't have the ability to engage fighters, however, and due to them being large single units enough fighters can counter them.
* [UpToEleven [[UpToEleven THE FUCKING VULTHOO GUNSHIP FOR THE ILLUMINATE.] ]] Gunships in this game are already quite tanky, and the Vulthoo for the Illuminate is rather well-priced, fast, and tough with a solid weapon. Now combine this with the Illuminate Air Unit Upgrade that allows them to shoot chaff that makes ground AA miss and some shields, and you've got a great unit that already holds up well even under attacks from fighters. Now give it the ability to FUCKING TELEPORT, and a group of over 30 of them can melt heavily defended bases with laughable ease. AA towers will struggle to damage them at all, AA ground units are virtually useless, and even fighters, the '''hard counter to air units like gunships,''' end up being limp since they can only target one unit at a time, and Vulthoo hordes have a nasty tendency to "clump" together into one unit due to them hovering while firing, meaning they constantly (albeit unintentionally) alternate in taking punishment.
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Fuck the Vulthoo.

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* The UEF AC-1000 is a similarly powerful air Experimental, with great armor and immense firepower alongside great mobility and a relatively fast construction time. A group of them can wipe out even the most heavily defended bases.
* [UpToEleven THE FUCKING VULTHOO GUNSHIP FOR THE ILLUMINATE.] Gunships in this game are already quite tanky, and the Vulthoo for the Illuminate is rather well-priced, fast, and tough with a solid weapon. Now combine this with the Illuminate Air Unit Upgrade that allows them to shoot chaff that makes ground AA miss and some shields, and you've got a great unit that already holds up well even under attacks from fighters. Now give it the ability to FUCKING TELEPORT, and a group of over 30 of them can melt heavily defended bases with laughable ease.
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** The problem was, no matter what changes they made to the game, they should have known their audience instead of ignoring them to try and court a new one. ''PC Gamer UK'' reviewer Tom Francis aptly described the game as "a game that solved the accessibility issues of the first game, [[DidntThinkThisThrough bought primarily by people who didn’t want them solved]]."
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* TearJerker: Thalia's ending. [[spoiler:She gets arrested and incarcerated for her crimes despite not having known what she was getting into, her brother has died of his illness and she is last seen breaking down at his grave.]] The game leaves it ambiguous whether her situation will ever get better from there.


* TheyJustDidntCare: The writers for the single player campaign don't seem to realize that they're writing a sequel to an existing game. Of special hilarity is Ivan and Gustav Brackman's exchange about Naval Leg Technology. They talk about it as if it's a fresh out of the lab experiment despite land walking capabilities having been standard equipment on Cybran destroyers in the first two games. Which took place only twenty-five years earlier.
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* WinBackTheCrowd: The developers released major patches that modified aspects of the gameplay, in part to placate the more hardcore fans of the original game. The end result was an overall better rounded product that appealed to the BrokenBase.
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Not So Harmless Villain is for villains only, and Zero Context Examples are being deleted.


* DemonicSpiders: Getting swamped with Cybran [[NotSoHarmless engineers]], [[ZergRush assault]] [[WeHaveReserves bots]] and [[FunWithAcronyms LEGS]]-equipped ships makes for a bad day. Becomes a nightmare when Jump Jets are available.

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* DemonicSpiders: Getting swamped with Cybran [[NotSoHarmless [[NotSoHarmlessVillain engineers]], [[ZergRush assault]] [[WeHaveReserves bots]] and [[FunWithAcronyms LEGS]]-equipped ships makes for a bad day. Becomes a nightmare when Jump Jets are available.
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** A BrokenBase requires the split to be between fans of the original. Most of the fans of this version seem to be people that didn't like the first one.

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*** Specifically he felt disappointed that T1 units were simply being thrown to the meat grinder when the jump to T2 was made and so on. Thus upgrading units seemed to be the ideal solution to stopping it. As for being an 'Economic Crisis Simulator with Robots', part of the enjoyment of the first game was maintaining an energy surplus, while balancing every single unit of metal being produced and feeding it into production. The designers seem to have missed how crucial this is to keep it from being another Starcraft clone.

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*** Specifically he felt disappointed that T1 units were simply being thrown to the meat grinder when the jump to T2 was made and so on. Thus upgrading units seemed to be the ideal solution to stopping it. As for being an 'Economic Crisis Simulator with Robots', part of the enjoyment of the first game was maintaining an energy surplus, while balancing every single unit of metal being produced and feeding it into production. The designers seem to have missed how crucial this is to keep it from being another Starcraft clone. That said, there have been some who criticized the economics system as distracting too much from the actual fighting at times.

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** The general overview of the whole thing is that if one has a PC, the first one is the best. If it's an xbox, it's the second one.

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** The general overview of the whole thing is that if one has a (high-end) PC, the first one is the best. If it's an xbox, Xbox, it's the second one.



* CrossesTheLineTwice: Gauge!

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* CrossesTheLineTwice: Gauge! Gauge!
* DemonicSpiders: Getting swamped with Cybran [[NotSoHarmless engineers]], [[ZergRush assault]] [[WeHaveReserves bots]] and [[FunWithAcronyms LEGS]]-equipped ships makes for a bad day. Becomes a nightmare when Jump Jets are available.
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this page is ymmv


* CrossesTheLineTwice: Gauge! YourMileageMayVary, of course.

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* CrossesTheLineTwice: Gauge! YourMileageMayVary, of course.
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* ContestedSequel: See BrokenBase and TheyChangedItNowItSucks.

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