Experience brutal battles on a massive scale! Wage war by creating enormous customizable armies and experimental war machines that can change the balance of power at any given moment. Take the role of one of the three enigmatic commanders, each representing a unique faction with a rich story that brings a new level of emotional connection to the RTS genre, or fight the battle online. Where do your loyalties lie?
Take the origonal with massive maps like no other RTS and a vast selection of units, remove most of those units, reduce the aesthetic quality drastically, make the game look cartoony, reduce the size of maps so the largest of maps are smaller than the smallest maps in the first game.
After you do all of that, you get Supreme Commander 2.
In the first Supreme Commander you could have Big battles on big maps with big armies ranging from the small Tech 1 scouts and bots to the big and and powerfull Experimentals that could (if used properly)destroy entire armies.
Supreme commander 2 however does not follow the same pattern but breaks it and become more like a generic RTS game.
The max unit cap is lowered from 1000 to 500, the maps are smaller and use more decorative terrain, the veriety of units and buildings (Tech 1, 2 and 3) has been heavily reduced and the tech levels has been removed, the veriety of experimentals has been increased so that every faction has almost as many Experimentals as they have ordinary units, Experimentals have also become alot easier to build and weaker than in the previous game taking away their one unit army status and making them more like ordinary units.
So in short, They could have named it something like: Command and Conquer: Mecha war in Space!, and noone would have been able to tell that this was supposed to be a sequel to SupCom.