You have what mediocre players have said about the game.
I'll tell you this, SupCom is only an OK game. That is...until you get good at it. Once you get good at it, the fact that the economy is so flexible gives you CRAZY options.
Also, don't trust ANYONE who tells you they don't like SupCom because the games are too long. They have no idea how they play.
The complex economy usually causes people to sit in their base playing SimCity because they cannot deal with building up the economy and an army at once so they do one or the other.
Thats where the blobs come in: People get their Economy up to very strong incomes and with the way unit production works, they get a ton of units that they just throw at each other.
The fact that you have direct control over your economy changes EVERYTHING about the game (hence why SupCom2 sucks).
Any builder can assist ANYTHING building, it just takes more resources to do so.
You always want to be spending a LITTLE more then you're getting (mass wise, you want positive power all the time). This way you're not wasting the mass, because if youre full on storage and still positive, the rest is wasted.
But with the assisting mechanic, you can let your economy flow HOW you want it to.
For example: Your fighting and your opponent has taken sir superiority and you NEED it back. You can move engies off your land factories and set them to assist your air factory making Intercepters. They'll use more resourses, but because you moved them, their BUILD POWER (a hidden resource) adds to the intie, flowing more of your mass/power to that air factory.
Basically: You don't usually have units that take the same amount of time. You have a BUILD TIME, but thats assuming perfect economy which you will NEVER have in a real game.
Now, look at SCII, or any other strat game. A Marine? It will always take the same amount of time to finish.
Micro is VERY important. The fact that every shot is a LIVE SHOT in SupCom means any slow moving shot can be dodged. If your fighting against Artillery units, moving makes them almost worthless to fighting mobile units, but if you just send them off, the Artillery will chew them APART.
This is most important with your commander. Artillery will chew through his HPs REAL fast if the player isn't watching.
On that note, the commander TOTALLY changes the game. Early game, your commander gives you an area your almost SURE to control due to his crazy health and high damage. (For reference, most T1 units have between 100-200 HP. Coms have between 10k-12k depending on your race).
Overcharge is his special ability that allows you to insta-kill any non-com/non-experimental unit. It's also AOE, so you have to time and place the ability to make it worth anything. Watch for when units are going to bump together to change direction, etc.
Your Com is also upgradeable. It's different per race, but have a few the same.
You can upgrade his Rate of Fire or Damage.
Initially he can only build T1 structures (and no intel structures) but you can add a T2/T3 engie suite and let him build the higher techs. This also increases his reclaim speed so you can literally suck the resources out of units with him. With a T3 engie suite, he can build MUCH faster then any other unit in the game, including experimentals.
Newbs will bitch that you're 'rushing'...but thats just HOW TO PLAY THE DAMN GAME! These same people are the ones who skip T1 units all together.
SupCom is supposed to be a progression. T1 units cant TOUCH T3, but they're for different phases of the game.
T1 -> Early T2 -> T2 -> Early T3 -> T3 -> Early Experimental -> End Game
I'd need to get on Vent with ya to really get what I'm trying to get across....across.