

The ultimate aim of the game is to destroy the opponents' ACUs. Experimental units can be produced from experimental gantries (buildings with the sole purpose of building experimental units) or built by engineers. The final result of this development is the unlocking of experimental units, which are large, research-unlocked units and buildings with significantly more power than other units and buildings. Research points can be spent on faction-specific tech trees to add bonuses, abilities and upgrades, and to unlock more-advanced units and buildings.

Some buildings and units are more advanced than others and as players' bases and research levels expand, so does the quality of their units. Players may also build add-on structures, expanding the capabilities of existing factories. Players can also build land, air, and sea factories that produce land, air, and sea units, respectively. They build mass extractors and power generators, which produce mass and energy, along with research facilities that produce research points faster. Want to know more about Illuminate units, experimental units, or strategy? This guide covers everything you need to know to place the Illuminate race in Supreme Commander 2 well.In both the skirmish and multiplayer modes, players start out with an Armored Command Unit (ACU), which is a large, powerful, construction-capable unit, as their avatar on the battlefield. This post is part of the series: Supreme Commander 2 Illuminate Guide Its only unique feature is the flares, which also apply to this unit and make it a bit more robust against anti-air fire. It has the same hitpoints, shields, and build cost as the Cybran and UEF air transports. This is your standard air transport unit. The Wedoboth also can be upgraded with an AOE bomb called Persistent Scorch Bomb which is very effective against formations of enemy tanks. The flares make it the most durable fighter in the game. The Wedoboth is comparable to the Cybran Gemini at the start, but like the Vulthoo it can be upgraded with flares. When upgraded with flares the Vulthoo becomes very tough to take down and arguably the best gunship in the game. The Vulthoo is an average gunship by the stats, however, it can be upgraded with a flare defense which reduces the chance that it will be hit by anti-air fire. If you have a problem with enemy tactical missiles, destroy the missile launcher or build a shield. I think that anti-missile units are nearly useless. The Bodaboom tends to be more useful than a mobile shield in ground battles, but less useful against air or artillery attack. The Bodaboom offers a straight health increase to nearby units. It shoots down airplanes but isn’t good for anything else. It is basically the same as the UEF mobile anti-air gun. This is a deadly unit on water maps because you can bombard the enemy and then retreat to the sea if their land units try to retaliate.
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The AA gun upgrade is close to worthless.Ī powerful mobile missile launcher for taking down structures. It quite a bit less durable than the Yenzoo but doesn’t do much more damage. I don’t generally like Assault Bots and the Harvog isn’t any different. The Rockhead does become more powerful after upgrades, but the Yenzoo has tricks of its own, such as teleport. The basic Illuminate tank, it is comparable to the UEF Rockhead.
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This unit guide will help you learn how to play to the Illuminate’s strengths. Many players find this lack of straight-forward gameplay difficult and neglect the Illuminate, but their units are strong when played correctly. They have no navy, their tanks can float, and their air force has some nifty abilities. Without a doubt, the Illuminate army is the most unique in Supreme Commander 2.
