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1* BrokenBase: The Square Enix forums for ''Supreme Commander 2'' are one half "[[TheyChangedItNowItSucks this game sucks ass]] [[ItsEasySoItSucks compared to the first one]]" and one half "[[SurprisinglyImprovedSequel this game is awesome compared to the first one]]".
2** 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, it's the second one.
3* ContestedSequel: See BrokenBase and TheyChangedItNowItSucks.
4* CrossesTheLineTwice: Gauge!
5* DemonicSpiders: Getting swamped with Cybran [[NotSoHarmlessVillain engineers]], [[ZergRush assault]] [[WeHaveReserves bots]] and [[FunWithAcronyms LEGS]]-equipped ships makes for a bad day. Becomes a nightmare when Jump Jets are available.
6* GameBreaker: The Cybran Soul Ripper II. Each is highly mobile and airborne, yet holds as much firepower as a Cybrannasaurus Rex and better anti-air than an Airnomo. They take a while to build, but get five or ten, and nothing short of a fighter ZergRush will bring them down.
7** 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.
8** 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.
9* 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.
10* TheyChangedItNowItSucks: The sequel did away with much of the economic complexity, added a research element while greatly reducing the unit variety, and has significantly weaker graphics than the original or Forged Alliance. Maps are also much smaller.
11** Arguably, however, it has strangely better balance and more strategic depth, but time will tell on if this is a successful formula.
12** The changes were apparently what Chris Taylor was aiming for. Somehow, he wanted to avoid the game devolving into an "Economic Crisis Simulator with Robots."
13*** 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.
14** The graphics bit was explained as an indirect reaction to the economic crisis and for attracting a wider audience. Chris Taylor apparently reasoned that as not every player owns top-of-the-line equipment and that no one's planning to buy anytime soon, he'd might as well make it more accessible.
15** 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]]."
16* ThatOneLevel: The first mission in the Cybran campaign, which features an absolutely ridiculous difficulty spike with no corresponding increase in tech level. To elaborate, the moment the mission begins, you're swarmed from three sides by never-ending waves of units. Point-defense towers won't shoot the artillery sent in said waves half the time. You have almost no mass generation to speak of unless you reclaim units, which is complicated by constant waves of reinforcements. And that's just the first half. For the second half, you have to manage to escape before the enemy {{Zerg Rush}}es you into oblivion with a mass of experimental air units, gunships, and ground forces that will utterly overwhelm your defenses unless you've turtled like crazy. Worse still, one of the achievements requires you to wait long enough to shoot down nine experimentals.
17* 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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