1 word - OP. Top player gets 2 commanders, rushes anything and mostly wins the game in teh very beggining. Thats realy an issue. I won't provide any examples as u knwo what I'm talking about. Also related with shadow issue - 2 com player rushes 6 vamps, 4 sahdows, and before enemy can react 2 or 3 coms are dead. Enemy air player is dead no matter what. 2 com air player will get him easly. The biggest issue is taht 2 com player gets 2x metal. How about spliting additional metal to every player in the team, and dont give additional commander? Or keep this at is it now, but dont give 2 coms to highest elo platyer, but to middle one? Discuss
+2 / -4
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2 coms are OP. let's replace 2nd com with CAI, LOL!
+3 / -0
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We have discussed this before. The consensus was that it is fine now and giving them com or extra resources to low skill players would be really annoying.
+0 / -0
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What if you were the only 2000 elo player on your team and the rest had <1400 elo? Because it happens.
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That means enemy team would have like 2x 1750 elo players and rest of them are 1400 too. And ure still in favour, because u get more resources than each of 1750 players in enemy team per mex (because there are less players in ur team)
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I cant agree... that would mean the game is 2vs1.
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^ thanks to current elo balance, in that situation your team would be made of absolutely appalling players who will massively lose to the enemy team unless you carry them.
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Well, Saab u have said many times that balance is good. And u would propably get more elo noobs (like 1450) while enemy gets only 1400. And u said thats good balance, when for example it was 3 better pros (about 2k each) + 3 worse noobs (about 1,3k each) vs 3 average players (1,8k each) + 3 better noobs (1,4k each). According to you, this is a good balance, so 2x 1750 vs 2k is a good balance too. U still have better noobs than 1,75k elo guys do.
+0 / -0
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Yeah this discussion is about 10v10s
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Nah, I'll never agree to this... 2 coms aren't supposed to go to less capable players.
+2 / -0
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This post has been downvoted below -5 and collapsed, click here to expand
They arent supose to go to pros either, as it makes game too easy for them. We should jsut get rid of 2 coms.
+0 / -7
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Dude. It's 1 less player on their team. You act like one team gets more commanders... quote: Also related with shadow issue - 2 com player rushes 6 vamps, 4 sahdows, and before enemy can react 2 or 3 coms are dead. Enemy air player is dead no matter what. 2 com air player will get him easly. The biggest issue is taht 2 com player gets 2x metal. |
How is this any different to a team having 2 players start air? How is rushing a big unit with 2x coms and income as high elo player different to 2 players cooperating on the enemy team for the same?
+0 / -0
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1 less player=1 micro power. Not once i saw nabs microwing units and winning a front while i am against 3-4 and alone...1 player playing counts a lot Failer...so having a nab instead of double coms sometimes is more relevant.
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@TheFlagIsALie 2 players NEVER cooperate as good as 1 player owning more planes. Also, usualy u start 1 plane fac per team, and after the scouting, it's usually too late, becasue everyone has already plopped.
+1 / -0
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Failer, not giving a 2nd commander would be worse than the current system. Giving 2 comms to a weaker player is not an option, it can just be shared to the pro. Can you provite an alternative to what exists now? That's what we need. Without an alternative solution this thread is useless, unless it was created to find one.
+2 / -0
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I say the balance works fine, if som1 gets 2 coms and fails at that strategy all his team will die( so its a big responsability for that player if he gets 2 coms)
+0 / -0
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Skasi 1) Ignore additional commander, and just split additional metal between all players in the team. 2) Dont let uneven games start.
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Well, if you wanted to be really fancy you could take, say 2 of the comm's M&E generation and convert it into an "intrnisic" commless generation that's evenly split among the team based on the number of players on the largest team - that is, in a 4v5 game the players on the 4-player team get 2.5M&E each, while the 5-player team get only 2M&E each. The remaining 2M&E (assuming eco comm) are generated by the commanders as handled currently. That would slightly reduce the eco advantage of being a double-comm player in a manner that distributes the player's wealth among the teammates. But it's complicated, ugly, and has the eco side-effect that you'd expect this "intrinsic" M&E to continue after the comm dies.
+0 / -0
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THAT'S 20 BUILDPOWER LESS FOR THAT TEAM.Sorry. People apparently don't grasp the problem here.
+3 / -0
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@TheFlagIsALie "People"? The only one who seems to want to remove the second comm is Failer. Also, giant allcaps? Seriously?
+1 / -0
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