I just really liked the lore of supreme comander, glory to the illuminate and all that. I had so much fun playing the first part as a kid but the storyline of the second game was kinda weird even though i liked seeing the universe expanded.
I haven't played the Supreme Commander series in quite a while but from what I remember I have had quite a lot of fun playing through the different campaigns of sc1 and sc2. But I still need to play through forged alliance though as that's the only one of the 3 that I haven't fully played yet and therefore have no clue abt the lore.
@@NucleusPlays Haven't finished FA either Honestly don't know why, back then I didn't like that it invalidated the endings of the original game but I could give it another look.
But don't quote me on this as I could be very wrong. I think something happened with the illuminate in between sc1 and forged alliance iirc. I think it was a civil war / power struggle between Rhianna Burke (princess/ruler of the illuminate iirc in the first game) and the military (or at least a part of the military that pledged allegiance to that one illuminate general guy in the illuminate campaign of sc1) so that would be why you're back at war. Edit: Changed order of one sentance.
@@NucleusPlays I think the Civil war in FA is more about a part of the Illuminate breaking away to side with the seraphime who are the original creators of the Way and a few Loyalists siding with the princess. The problem I had is that they redconed like any of the three endings acutally happening, like in the Aeon ending of sc1 the Princess sacrafices herself to somehow illuminate the entire galaxy or the UEF just kills everyone else. I realize that they couldn't stick with theese endings but it still kinda bothers me.
Yea I don't really remember the opening cutscene for forged alliance that explained everything. If supreme commander series was a solo game (just sc1) then ig the endings of sc1 would be fine as I found the endings decent. But yea for a sequel ig they couldn't fuse the 3 different endings together into the same plotline for all of those endings as they are quite different from each other in terms of their outcomes from what I remember.
The thing I don’t like about Supreme commander 2 it that economic gestion that was changed And every unit almost feel like T1 unit even experimental feel like that The global idea is fun but the way it is made is not
For the econony side, yea I can say that I'd prefer the economy system from Supreme Commander 1 than the one from Supreme Commander 2. And for the units, if you just use the base troop without any research, then yea, they are quite bad. But once ,for example, you research the cluster bomb upgrade (from I think UEF air tech tree in SC2) for the CAS/Bombers they become quite good, on top of the shield upgrade.
@@NucleusPlays true it just the feel they have the durability, damage, speed. almost all aspect feel more like T1 unit, even UBC feel less developed, and it even worst for experimental, a duel whit a soul killer (i think that the name of the air experimental cybran) and it first game variant, the first one would win after the tech part is nice if it was added to the "normal" way the game is it could be very good i think
Honestly I've never really used the soul ripper in either of the games, but from what I've used it (only in sc2), it is quite underwhelming at best (which is why I usually just use the fire dinosaur cybran experimental when playing cybran). And since you don't get any new types of troops, yea they can seem kind of repetitive and weak for most of the playthrough.
@@NucleusPlays after i like the factory "uptade" taht add turret, a small radar, shield gen, it render the factory harder to kill and it the same for the FTU mass extrator (sorry i'm french and dont know what the name is for the "normal human" faction) aving anti air and anti ground turret on a extrator is quite nice i find, i would have liked it in the one for that too same whit the shield for AON turret, or even the unit experimental capturer the atlantis seem to old less aircraft thant before sadly but still have most of the fun think it did in the first the fact that cybran entire naval army (out of the kraken) can walk it so fun because they just bring doom to every one whit there powerfull naval fleet, and can even get an army in the sky whit the carrier
Yea I agree that the effective upgrade of the UEF Factories was a good addition to the game as it makes the factories more like minature fortresses than just plain factories. Although the cybran navy being able to walk over land is quite fun and useful, I do think that it is quite overpowered as the naval units often overpower basically any land units any faction that could be thrown at it (except experimentals, but you could just through more naval units at it)
I just really liked the lore of supreme comander, glory to the illuminate and all that. I had so much fun playing the first part as a kid but the storyline of the second game was kinda weird even though i liked seeing the universe expanded.
I haven't played the Supreme Commander series in quite a while but from what I remember I have had quite a lot of fun playing through the different campaigns of sc1 and sc2. But I still need to play through forged alliance though as that's the only one of the 3 that I haven't fully played yet and therefore have no clue abt the lore.
@@NucleusPlays Haven't finished FA either Honestly don't know why, back then I didn't like that it invalidated the endings of the original game but I could give it another look.
But don't quote me on this as I could be very wrong. I think something happened with the illuminate in between sc1 and forged alliance iirc. I think it was a civil war / power struggle between Rhianna Burke (princess/ruler of the illuminate iirc in the first game) and the military (or at least a part of the military that pledged allegiance to that one illuminate general guy in the illuminate campaign of sc1) so that would be why you're back at war.
Edit: Changed order of one sentance.
@@NucleusPlays I think the Civil war in FA is more about a part of the Illuminate breaking away to side with the seraphime who are the original creators of the Way and a few Loyalists siding with the princess. The problem I had is that they redconed like any of the three endings acutally happening, like in the Aeon ending of sc1 the Princess sacrafices herself to somehow illuminate the entire galaxy or the UEF just kills everyone else. I realize that they couldn't stick with theese endings but it still kinda bothers me.
Yea I don't really remember the opening cutscene for forged alliance that explained everything. If supreme commander series was a solo game (just sc1) then ig the endings of sc1 would be fine as I found the endings decent. But yea for a sequel ig they couldn't fuse the 3 different endings together into the same plotline for all of those endings as they are quite different from each other in terms of their outcomes from what I remember.
The thing I don’t like about Supreme commander 2 it that economic gestion that was changed
And every unit almost feel like T1 unit even experimental feel like that
The global idea is fun but the way it is made is not
For the econony side, yea I can say that I'd prefer the economy system from Supreme Commander 1 than the one from Supreme Commander 2. And for the units, if you just use the base troop without any research, then yea, they are quite bad. But once ,for example, you research the cluster bomb upgrade (from I think UEF air tech tree in SC2) for the CAS/Bombers they become quite good, on top of the shield upgrade.
@@NucleusPlays true it just the feel they have
the durability, damage, speed. almost all aspect feel more like T1 unit, even UBC feel less developed, and it even worst for experimental, a duel whit a soul killer (i think that the name of the air experimental cybran) and it first game variant, the first one would win
after the tech part is nice
if it was added to the "normal" way the game is it could be very good i think
Honestly I've never really used the soul ripper in either of the games, but from what I've used it (only in sc2), it is quite underwhelming at best (which is why I usually just use the fire dinosaur cybran experimental when playing cybran). And since you don't get any new types of troops, yea they can seem kind of repetitive and weak for most of the playthrough.
@@NucleusPlays after i like the factory "uptade" taht add turret, a small radar, shield gen, it render the factory harder to kill
and it the same for the FTU mass extrator (sorry i'm french and dont know what the name is for the "normal human" faction) aving anti air and anti ground turret on a extrator is quite nice i find, i would have liked it in the one for that too
same whit the shield for AON turret, or even the unit experimental capturer
the atlantis seem to old less aircraft thant before sadly but still have most of the fun think it did in the first
the fact that cybran entire naval army (out of the kraken) can walk it so fun because they just bring doom to every one whit there powerfull naval fleet, and can even get an army in the sky whit the carrier
Yea I agree that the effective upgrade of the UEF Factories was a good addition to the game as it makes the factories more like minature fortresses than just plain factories.
Although the cybran navy being able to walk over land is quite fun and useful, I do think that it is quite overpowered as the naval units often overpower basically any land units any faction that could be thrown at it (except experimentals, but you could just through more naval units at it)