maybe we have to distinguish between a few things here.
First, competitive vs casual. In highly competitive games it will always the case that the game is stagnating and that the high end gamers will use the same 2 or 3 strategies. That's what it always boils down to, no matter what the game. That's simple numbercrunching that thousands of players did in millions of games.
I didn't play competitive but watched many replays of highly ranked players. There still were different strategies involved, from T1-unit-spam over early T3-push (Brick) up to Commander-Rush. I've even seen an early Commandersnipe with those Aeon T2 Cruise Missiles. Most games weren't all too long, either.
And in casual, everything goes.
Next, there is a button to alter the speed of the game. I know that most people don't like that option but it IS there. You can slow down the game as much as you like, heck, you can even pause and are still able to issue commands. If you do this, you remove the action part where the fastest clicker wins, you can also start to micro. And trust me, you can micro the hell out of SupCom if you have the time for it.
Finally, the "lack of unit diversity" is a great misconception. The more the units of the factions differ, the LESS strategy is usually involved. Why? Because the factions then tend to excel at one thing, so the player is forced to exploit that one thing and nothing else. Typically your faction's units tell you how to play.
In SupCom all 3 (4) factions do have the same unit structures and roughly 80% similar units in T1-T3. That means everybody has the same strategy options, for example, every faction in supcom could go air first as a viable option. But if there was a faction with weaker ground units and better air units, that faction would always go air and the opponents automatically anti-air, if you understand what I am talkin about.
The other thing is that the units of SupCom DO differ. Many look the same at first glance but all those smaller differences still make them unique. For exmple:
Striker vs Mantis vs Aurora. The Mantis can assist engineers, a little feature that can make all the difference in the early buildup phase. While the Aurora is fragile but can hover (good on water maps) and has suprior range (here you can put your microing skills for good use, if done well you can beat strikers without a single loss)
Or take the T3 Assault Bots. The Titan is shielded and it's high firing rate makes it a T1-Killer par excellance. Similarily The Brick is very good vs T1 and T2, while Percies are mostly good vs T3 and experimentals because they do massive damage but take 4 seconds to reload. If the opponent has great amounts of Percivals, you could counter with lots of T1 units even though at that point T1 should be passé. Just because of the difference in reloading time and damage - two units may have the same DPS, which makes them equal on paper, but it actually makes a big difference. And there are other differences like Percival and Brick being able to submerge, Loyalist being able to deflect missles and Harbinger being able to repair and reclaim.
The longer I play the more apparent the differences become. There are so many, big and small ones, many you probably never noticed, like the difference in anti-torpedo measures: one tries to kill incoming torpedoes, the other releases "flares". The difference isn't of cosmetic nature, the former one is better against single torpedoes, the latter against massive amounts.
Sorry if the reply got wordy, I just enjoy to talk shop about my favourite games :)
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