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  • Broken Base: The Square Enix forums for Supreme Commander 2 are one half "this game sucks ass compared to the first one" and one half "this game is awesome compared to the first one".
    • It doesn't seem like a broken base so much as two entirely different bases in the same series. There aren't many fans of both the original AND the sequel.
  • Crowning Music of Awesome: Jeremy Soule is awesome: Bellum Infinitus
  • Fridge Logic: It's a good thing the enemy commanders you face are all constrained in what units they can build in the same way your superiors limit you. Missions would be over very quickly otherwise. They do like to throw curveballs, though, like the UEF mission which suddenly and with almost no warning pits you against a Cybran Monkeylord while you have nothing on its level. Good times.
    • The reason the Seraphim are trying to destroy humanity is because they believe that only one race may achieve perfection through the Way. However, most of the human society rejects the Way and only the Aeon preach and try to spread it. Wouldn't it make more sense to just kill off the Aeon instead of allying with them and trying to kill everyone else?
      • It's All There in the Manual, the Seraphim's first contact with humanity came well before the events of either game, as the humans nuked a peaceful Seraphim colony. This troper would be fairly pissed if it was his colony being nuked.
  • Game Breaker: Since balance in Supreme Commander was something of an ongoing issue, quite a number of them:
    • The release version included balance issues that had been identified in the beta but not actually addressed, including the Cybran Mantis being ludicrously overpowered in the early game and the UEF Broadsword gunship likewise in the late game; both were nerfed repeatedly.
    • This only really let the ridiculousness of the Aeon become apparent, though; typically having the best or at worst the second best of every unit type. Aeon were all but impossible to beat on water maps, trading the useless deck gun of other faction subs for a second torpedo attack and having a basic T1 tank that was amphibious; they also had a missile defence which couldn't be overwhelmed at all, a T3 artillery which was pinpoint accurate and fired twice, and the Harbinger, a Siegebot which had the best cost versus damage of any unit in the entire game. The Aeon superiority on maps with water was at one point so severe that all water maps were removed from competitive play.
      • Just... don't talk about the Aeon Restorer AA gunship. Just don't. Cheapest T3 gunship by an absurd amount, toughest T3 gunship, fastest T3 gunship and the only T3 gunship to have proper AA weapons (letting you save on ASF costs)? Their durability and versatility makes fact that they have only half the air-to-ground firepower of the Wailer and the Broadsword practically a non-issue, especially considering how much cheaper they are.
    • The ACU destruct nuke used to be a completely normal nuke; it was nerfed because every game was ending in draw-by-combombing.
    • AA weapons used to have no priority system of any kind, leading to a common tactic of building a gigantic number of cheap-as-free Air Scouts to support a Strategic Bomber attack; this effectively made air defence a waste of time.
    • An attempt to make the UEF T3 mobile sonar into something actually useful accidentally turned it into a ridiculously overpowered motor torpedo boat, requiring another patch to stop the ridiculous sight of flotillas of things which were technically buildings chasing battleships around.
  • Most Annoying Sound:
    • "Transport is full"
    • "Commander under attack"
  • Nightmare Fuel:
    • The scream that the Seraphim T3 bomber yells as it drops its payload can be quite terrifying
  • Offscreen Moment of Awesome: Forged Alliance had the introduction of an hostile alien race. So you'd expect to play missions where all three human factions try and defeat the alien race by themselves, realizing that they have to work together with their enemies, and working together to defeat it, right? Nope, all of that happens in a timeline cutscene.
  • Porting Disaster: Even though the new control scheme worked well enough, the X-box 360 simply couldn't handle the first game and it turned into a stuttering mess with frequent pauses and the occasional crash. The reduced graphics on the sequel are theoretically supposed to help prevent this, but it hasn't been released yet.
  • So Cool Its Awesome: The Experimentals. The sequel nerfs them somewhat, but they're still awesome.
  • They Changed It, Now It Sucks: The sequel did away with much of the economic complexity, added a research element while greatly reducing unit variety, and has significantly weaker graphics than the original or Forged Alliance.
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