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Strike Commander Ability?

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Currently, strike commander has been left behind by all the other coms.

Recon has the jump, Guardian has the drone, and Engineer has good inherent buildpower and range.

Strike has nothing unique at level 1.

I have a couple ideas to fix this.

1. start with a weak shield or cloak
2. start with the heavy machine gun without having to upgrade to get it
3. start with the hellfire grenade dgun ability. This sucks rn, but it might be balanced enough for use on a lvl 1 com.

What are your thoughts on this?
+1 / -0
3 years ago
Strike commander is the jack of all trades master of none comm. It has good speed, hp, buildpower and most versatile. You can mount most modules and its special is how balanced it is. It doesn't get the extra drones, bp and speed of other comms but it gets some hp upon upgrades. I would recommend buffing it with a prebuilt damage booster mod?
+0 / -0
3 years ago
Strike gets regen ability, but hp is the guardian coms bonus. Damage booster is okay, but I dont think it will make a big enough difference early on to put it on par with the other coms abilities.
+0 / -0
3 years ago
Strike has good regen and good speed.
+0 / -0

3 years ago
I have recently started using strike commander more.
Speed of Recon with better BP.
Above average HP.

Its a pretty solid frontline commander. Not as flashy as the others, but I think its alright for one commander to be the 'standard' one.
+0 / -0
it'd be nice for it to have some flash too. But flash that is less irritating than drones.

Built in cloak would nice, a nod to the TA commander archetype.
+0 / -0

3 years ago
Perhaps a built in radar might be the best choice. Cloaking is a little too good to just give your com right away.

As far as i can tell, no com has a free radar, and a free radar at the start might be pretty good for strategies that involve using a strike commander, if not just generally helpful to you and your team since it would allow you to focus on one less thing in that start, which would be visibility/seeing your enemy.
+0 / -0


3 years ago
All coms have free radar.
+3 / -0
wait what? I must be retarded then, never really noticed since i usually just place down a radar tower. I guess cloak would be the best option then

must have fried my brain a little too much 2 years ago when i just exclusively played chicken matches, i thought i was frying them, not me
+1 / -0
3 years ago
I don't know exactly when the change was, but I am pretty sure two years ago coms didn't have free radars.
+0 / -0
3 years ago
IIRC comms got radars around the time I joined ZK, so that would be a year ago.

Strike could have a buff to it's radar, prehaps make it better than the basic radar instead of worse

also nobody gonna talk about the plethora of unused comm modules?
+0 / -0

3 years ago
Commander module balance is something of a secondary concern to commanders all being distinct and interesting more generally.

That said, I think its worth looking at now if people have any good ideas. Its worth mentioning that it is much more important that a given module not be game alteringly powerful than that it in particular be good and equally valid.

Commander gets situational viability by being an easy place to dump excess metal, and for being an extra unit where you need it that can slightly shift to situational demands. Its not really the ideal place for a one-off super-unit, so just keep that in mind when making commander suggestions.
+0 / -0


3 years ago
I have some ideas, but I would prefer to demonstrate success with them first.
+0 / -0
Some ideas:
ECM system - larger decloack radius (harder to widow or ambush with cloack)
Per lvl up strike comm gets larger line of sight ( allowing for more accurate first shots, proc breaking)
Usable ability: overdrive - for certain duration commander gets dmg resistance, but drains certain energy percentage(for litle extra when shields are down )

+0 / -0


3 years ago
quote:
ECM system - larger decloack radius (harder to widow or ambush with cloack)

Decloak radius is a property of the cloaked unit, not vice versa.
+0 / -0