Supreme Commander 2 Updated Hands-On - Multiplayer and Skirmish

We get our hands dirty in multiplayer in this epic strategy sequel.

The original Supreme Commander expanded on the large-scale strategy of the real-time strategy classic Total Annihilation, and Supreme Commander 2 will further streamline the experience to focus on key strategic decisions and the gigantic killer robots that result from those decisions. The game offers three standard multiplayer modes: assassination, which requires you to destroy your opponents' ACU (supreme commander) unit to win; supremacy, which requires you to wipe your opponents' ACU, base, and armies off the face of the earth; and infinite war, a sandbox-like mode with no specific victory conditions that's primarily intended for experimenting with various tech trees. We've had a chance to try these modes and skirmish matches against computer-controlled artificial intelligence opponents and have much to report.

Get the details on Supreme Commander 2's multiplayer in this interview.

The sequel will offer 21 multiplayer maps, including revamped versions of popular maps from the first game, such as Seton's Clutch and Finn's Revenge. And there will be only two primary differences between multiplayer on the PC and on the Xbox 360: The PC version will support up to eight players, while the Xbox 360 version will support up to four. Also, the PC version will play online via Steam, while the console version will obviously run on Xbox Live, with support for friends lists, ladders, and stat tracking. Otherwise, multiplayer matches in both versions of the game will be very close to each other--they'll both start fast and ramp up even faster. Both versions let you choose various map conditions, such as fog of war on or off, varying game speeds, and fixed or random spawn positions. You can also easily assign teams to set up a team game and/or slot in AI opponents to turn your match into a co-op session against computer opponents. Though at higher difficulty levels, AI opponents are alarmingly efficient and frighteningly aggressive.

In most multiplayer matches, you'll start near two mass nodes with two engineer units and an ACU supreme commander unit (which, like engineers, can construct buildings). Mass is, of course, one of the game's primary resources, along with energy (which you generate by constructing generator buildings). While your first order of business is to build mass extractors on your two nearest nodes as quickly as possible, the rest is up to you--your first big strategic choice.

As we've mentioned previously, Supreme Commander 2 offers five different research tracks, three of which are tied directly to military development (land, air, and sea). Research points automatically trickle into your coffers at a slow pace, though you can construct research centers to accrue them at a slightly faster rate. Now, while you can construct basic barracks-type structures for churn-out units for each of these terrain types, you'll only unlock higher level units along each tree by investing research points in various improvements in each track. Only by scrambling up through the land military track, for instance, will the Cybran Nation be able to eventually commission the Megalith II minor experimental walker or the major experimental Cybranasaurus. It's these choices you must make early and often that will get you a leg up on your opponent, though it's also crucial that you get a sense of your opponent's choices and progress with aggressive reconnaissance.

Traditional real-time strategy recon is usually a function of how well you can micromanage your cheap scout unit (or cheap peon unit) into the fog of war and sniff out your enemies' bases before your sacrificial scout gets splattered into paste. Fortunately, Supreme Commander 2's research trees allow for recon as well. In addition to sounding stations, which your builder units can construct from the "advanced" buildings tab (including radar and aquatic sonar stations), pretty much all research tracks contain at least one radar upgrade that will increase the range of all tracking stations, as well as at least one vision upgrade that will increase your sight range.

Interestingly, some higher level units have additional radar- and vision-based bonuses, like the UEF air track, which includes an unlockable bomb camera that will extend the field of vision around any of your bomber units. Key intel (especially if you happen to sight an opponent's deadly high-level experimental unit lumbering your way) will also help you adjust your next research picks to perhaps be more suitable to the situation at hand. All tracks have defensive additions, such as personal energy shields, that can be unlocked for your land, air, and sea units, as well as for your structures and ACU.

Beyond recon, Supreme Commander 2's multiplayer games seem to be real-time arms races with intermittent skirmishing and land grabs. In order to keep your war factories humming and your armies constantly growing, you need to snag as many mass deposits as possible (though if you're a skillful enough micromanager, you can actually send your engineers out after your fallen allies and foes to scavenge leftover mass from their husks). Fortunately, building point defense is extremely easy (turrets can be quickly and cheaply dropped in and around your holdings) and from there, it's a hop, skip, and a jump up through the structure research tree to heavier emplacements. These include the Noah Unit Cannon (a powerful experimental unit that is at once artillery, troop transport, and barracks that generates powerful ground units, then fires them like long-range artillery shells to dump them right into enemy territory) and good, old-fashioned nuclear warheads. As a matter of fact, even though Supreme Commander 2's marquee attractions are the huge, lumbering offensive experimentals, playing a defensive "turtle" style seems like a very viable way to go in multiplayer. That is, if you can dig in and control enough mass nodes to keep your forces going.

From what we've seen, Supreme Commander 2 has a great deal going for it as both a single-player game with a hefty campaign and as a multiplayer and skirmish game with a lot of different ways to play. The game is scheduled for release in March on both the PC and the Xbox 360.

54 Comments

  • grimjow27

    Posted Feb 22, 2010 9:09 pm PT

    you guys gotta stop talking like your gonna play this game on the 360... seriously, its scaled down yes but just a tiny bit.... u wont even notice, besides its a bit more fast paced. i like that :d

  • blix2006

    Posted Feb 21, 2010 5:29 pm PT

    agreed zobbi4110....sadly agreed

  • wotsit3

    Posted Feb 21, 2010 11:50 am PT

    This game will be really good on the PC how it will perform on the Xbox 360 is another matter. P.S I like how the game is being created with less powerful PC's in mind.

  • zobbi4110

    Posted Feb 21, 2010 10:18 am PT

    God damn console peasants the raped up another good pc title.

  • Johny_47

    Posted Feb 20, 2010 2:01 pm PT

    I liked Forged Alliance alot, I play it in LAN with a friend and his brother whenever I stay the night at his place(this is rare but whatever) it's just really a lot of fun, but I'm guessing this is what happens when the S***box 360 gets involoved with a game that has a massive scale like Supreme Commander - quite limited.

    I hope they do a sepearate version like they did with the first one because the first Supreme Commander on the s***box was crap compared to the PC version.

  • blackleather223

    Posted Feb 19, 2010 10:56 pm PT

    I don't care for the Xbox 360 version. So I plan to get the PC version when Marech 2 comes around. It looks great and can't wait until I can get my hands on it. I just hope that it can truly play on a lower end pc. Like they say it is suppose to do so.

  • vilester1

    Posted Feb 19, 2010 6:21 pm PT

    IS this going to have duel monitor support like number one did????

  • Herenr

    Posted Feb 19, 2010 3:39 pm PT

    @Dingobo

    Personally, I don't see how requiring the player to build 3 factories, instead of upgrading one, benefited the strategy of game; aside from requiring the player to manage more structures. Furthermore, most early tier units became obsolete rather quickly. But, to each his own.

  • dark-wolf12

    Posted Feb 19, 2010 11:37 am PT

    Hmmmmmmmmmm those environment graphics look rather poor . . . and Steam? really? now I just don't want to buy it.

  • Dingobo

    Posted Feb 19, 2010 9:30 am PT

    Herenr-
    I like having to build 3 factories to build special units (not that I remember having to have any other buildings to unlock units in supcom1) - it gives me a better feeling of achievement when I actually get the unit and proceed to kick arse with it. I like having to manage my base, resources and such (I mean properly, as in if it is easy to muck it up) - it gives the combat more meaning.

  • Brother_of_bit

    Posted Feb 18, 2010 5:47 pm PT

    sounds horrible. hands down supcom fa is my favorite game i have ever played, and the new way of waiting for research points hella limits what you can and cant do it sounds like.....

  • Herenr

    Posted Feb 18, 2010 1:08 pm PT

    I think, when they're referencing to streamlining, they're cutting down on the number of buildings required to research and obtain new units. I think they're getting rid of requiring 3 different factories to produce certain units and such. It seems they're focusing more combat this time around. From what I gather, the combat itself is still engaging as ever and there are numerous defensive structures to build as evidenced by the fact turtling is a viable strategy,

  • Dingobo

    Posted Feb 18, 2010 10:16 am PT

    I agree - I always get concerned when they mention a game has been "streamlined" and "focused" because most of the time it means that they have removed some of the complexity that added to the original experience and the features that the developer has emphasised seem hollow without it.

  • gamescottsman

    Posted Feb 18, 2010 6:35 am PT

    I'm starting to think that this will be ultra dumbed down. No walls, mainly big machines, simplified commands....just worried now.

  • oneofthefall

    Posted Feb 18, 2010 6:02 am PT

    1st there was Total Annihilation Amazing, mesmerizing and ahead of its time this imo was the stepping stones for Supreme Commander to make its launch & improve upon, which was fantastic on the p.c but was terrible when it came to the consoles, now Supreme Commander 2 i really really hope this is good on the console im keeping my eyes open and fingers crossed on this, So far the things said and sceens shown sound and look positive!

  • jedikevin2

    Posted Feb 18, 2010 3:34 am PT

    Looking forward to this greatly but still want more information on how the level of units and there powers translate. What I mean is, will level 1 unit get one hit detroyed to a level 2 unit etc. like in SC1? Offcourse, level 2 should be stronger but in SC1 is was downright comical to see a 10+ to 1 destruction rate between the levels. It forced the game to be very defense and tech up to max and not battle through the tech levels. I heard they did work a bit on power levels of units so I'm hoping in the end it will be nice. Couple more weeks till release. Can't wait.

  • Vrygar777

    Posted Feb 17, 2010 10:52 pm PT

    I know I'll probably be the only one to say this but I do hope that SupCom2 runs a lot better on the 360 than the original SupCom did. I don't have a good computer so yeah...

  • jack00

    Posted Feb 17, 2010 5:19 pm PT

    So far looks to be a better game then the first, who was already an excellent game, that no one played unfortunatly.

  • TN101

    Posted Feb 17, 2010 4:10 pm PT

    Perhaps I should emphasize that there weren't GLARING differences between the factions beyond the experimentals...Like GDI vs NOD(not that C&C; can hold a candle to supcom) glaring differences that really made you feel like you were in control of something totally different at the end of the day. At the same time, I don't really care, as it's hard for me to criticize the first game, that's just a small complaint against arguably the best RTS ever made. Blackleather, I'm right there with you in anticipation for this one. Already pre-ordered it and ready to go. btw, that other faction is the UEF...the best t2 gunships(transport capability), t3 point defenses and transports(the only one with those), good shields, and a versatile navy is how I'd characterize them. yeah, I got pretty deep into the differences between factions, I just don't think one really stood out enough from the other.

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