Glossary

Here’s a list of abbreviations you might read or hear during online games in Supreme Commander 2:

  • AA – Anti-Air – Can mean towers or units depending on context.
  • ACU – Your primary “Armored Command Unit” – also used to be called a “commander” in the good old days of Total Annihilation.
  • ACU Rush – A strategy which involves creating research stations and power generators with your starting mass, instead of mass extractors, and “teching” up your ACU, usually towards the destructive “overcharge” and “teleport/jumpjet” abilities, and making it your primary attack unit, at least in the early game. This strategy aims to end the game extremely early with a powerful early attack, and therefore works best on small maps.
  • Aeon – that’s what the “Aeon Illuminate” were called in the original Supreme Commander. Lots of people still call them “Aeon” instead of “Illuminate.”
  • Commander – Your “ACU” – a leftover name from the good old days of Total Annihilation when the ACU used to be called a “commander.”
  • Econ – Economy – usually in the sense of the ratio (Energy to Mass to Research) and source of income to create your units/structures with.
  • Fac(s) – Factori(es) – you can also see shorthand such as “2fac,” “3fac,” “airfac,” “2land” etc.
  • Feeding – sending groups of units on an order to their certain death (for example: gunships into a flock of fighters, or 10 tanks against 10 PDs). The abbreviation comes from the fact that this only “feeds” your opponent, giving his/her units/structures veterancy, adding to his/her research by giving him/her experience, and leaving mass wreckages for reclaiming at his/her base.
  • JJ – Jump Jets – a Cybran (or UEF for the ACU only) ability which enables units to jump over great distances (when upgraded), and over any obstacles. Units can be fired upon and killed by fighters or AA, while still in mid-air.
  • Kiting – “dragging” or “running away from” enemy units with a lesser range with your units (usually backwards towards your base) by exploiting your superior weapon range versus the enemy’s inferior weapon range, so that you can fire upon them, but they cannot fire upon you, for a prolonged period of time until the enemy is dead. This is an extremely common and effective tactic when megaliths are attacked with slow land units (such as tanks without afterburn or teleport).
  • Macro – the overall strategy/plan for the game.
  • MC – Mass Conversion – a strategy which involves building many power generators and eventually researching the mass convertor – a structure which can (manually) convert energy to mass at regular intervals.
  • Mega(s) – Megalith II(s) – A powerful and popular Cybran experimental unit, due to its high field of vision and weapon range, relatively low cost, and high destructiveness.
  • MEx(es) – Mass Extractor(s)
  • Micro – micromanagement of your units, such as moving units left and right to exploit the shot prediction of artillery and make it miss, or moving your MMLs back when they’re attacked by direct fire units and defending them with your own direct fire units.
  • MML(s) – Mobile Missile Launcher(s) –  Moveable units which every faction features, which fire high-damage, high-range, but non-tracking missile salvos. Extremely effective against PDs or structures.
  • OC – OverCharge – a destructive, but high-research-point unlockable ability which enables your ACU to fire 10 high-damage, high-area-effect shots from its arm at regular intervals. The ability requires energy to activate, however.
  • PGen(s) – Power Generator(s)
  • PD(s) – Point Defense(s) – Basic defensive structures with a comparably high rate of fire, but limited range and comparably high cost.
  • Rad – Radar.
  • Rush – a strategy which implies an early (and hopefully surprising) attack, by an ACU, units, structures, or an ability.
  • Spam – a strategy which relies on creating (“spamming”) lots of usually small units, in hopes of overwhelming an opponent, who might be “teching” for experimentals. Usually, this is accomplished by “rushing.”
  • StrucDet/Det/SD – Structure Detonate – a powerful, researchable Cybran structure ability which destroys entire groups of units nearby a structure by detonating it.
  • TAC(s) / TML(s) – TACtical Missile Launcher(s) – An Illuminate unit which launches high-damage tactical missiles over a considerable range. However, they’re non-tracking.
  • Teching – focusing on building research stations instead of units, usually to “rush” some kind of experimental, ability, or structure.
  • TP – TelePort – an Illuminate activated unit and ACU ability, which lets units teleport to a specified location, ignoring obstacles.
  • Turtling – a defensive tactic which involves “digging oneself in” with many defensive structures such as point defenses, artillery, tactical missile launchers, loyalty guns, magnetrons, AA towers, the UEF “structure gauss cannon/AA” ability, etc. Often includes mass conversion and aims to overwhelm the other opponent with ranged attacks such as arty, TACs, or high-level experimental units and possibly teleport.
  • UI/GUI – User Interface/Graphical User Interface – the menus and things you generally look at for information and/or use to command your units.

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