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What are commanders actually for?

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There has been much argument about this and it needs to be asked. If they are for fighting then why are they seen as so inefficient and why have they not been buffed? If they are for econ and base building then why do they have so many weapon and armor modules?

It seems like whatever they are for they are currently a bit useless at it. Why have a base builder that can be turned into a building dante? Why have a fighter that has loads of E cells available? Whatever they are for, morphing one only gets you shouted at. If they are not to be morphed why is the possibility there to morph them?

They are generally very confusing and not a lot of use for anything.
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Commanders are for:

- initial deployment of eco
- a free riot in the early phase so you don't get murdered in 40 seconds
- versatility

The latter is what allows them to do all the things you listed, like being a walking fusion with a necromancer's staff or a very expensive slow-reloading ultimatum on drugs, etc. This is why they are also not very cost-effective at being dante or being fusion, because they are still versatile even after becoming all that.

See, commanders can do a lot of things which dante can't. Like trapping a dante with terraforming (that lost me a tourney, yknow).
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10 years ago
Why do people still hate them then? If it can do all sorts of useful things then surely they are to be used to their maximum potential?
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10 years ago
They're hated because some people morph their com every single time regardless of anything, while versatility means using them according to the situation.
Morphing is useful as a way not to excess, since this is free buildpower, and the various modules allow you to spend this buildpower on things that do what you want (ie. produce E or shoot stuff), not necessarily efficiently.
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10 years ago
So they are hated because some people use them stupidly? I have stopped a frontier falling with one once and was still shouted at.
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you can customize them. this means fun.

also, a generalized com is useless. you have to maximize the effect.
e.g.
-a dual sniper com with all range modules
-a bombard com with all range, plasma artillers, maybe napalm
-a support com with only nanos, has about BP of 60+, with rezz module

these might pay off in the long run.


however, for the lulz, you can design frontline coms, which are very exposed and might not payoff because they are magnets for all kind of explosives.
e.g.
-dgun troll com (which surprisingly often pays off, watch @Saabir in action, 150+ comkiller trophies speak for themselves )
-battlecom with ultra health modules which can barely move
-battlecom with all repair modules which needs a very high alpha to kill

coms are (besides supcom and other games) a very unique feature which bring to this game parts of rpg gameplay. this might be a very popular issue here.

HOWEVER, its always a consideration, if its the right time to use the morph and NOT a waste of team resources. which it is in the hands of an unskilled player or under bad circumstances like "i meet the first skuttle"...
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10 years ago
quote:
I have stopped a frontier falling with one once and was still shouted at

Probably because using units would have been much more efficient or/and less risky (ie. your 5k investment wouldn't be able to die to 1 skuttle and so forth)
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10 years ago
I have a sniper com and a artillery com but i have found that they are not as useful as eg. my "dual riot cannon cloaking strike com of doom". This is not one of them, but some frontline commanders are REALLY hard to kill. It takes a load of fleas and a dante (or two) to kill them, by which time they have done a lot of damage. I would not call that "for the lulz".

I have a few questions. Do buildpower modules increase the power of a rez module? How is a dgun troll com supposed to be used? Are napalm warheads better than standard explosives? How are commanders any more vulnerable to skuttles/spies/stilettos than standard heavy units?
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quote:
It takes a load of fleas and a dante (or two) to kill them

Actually all it takes is a scuttle.

quote:
How are commanders any more vulnerable to skuttles/spies/stilettos than standard heavy units?

They are much more expensive for what they offer, generally.
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10 years ago
no ana you are wrong...

quote:
How are commanders any more vulnerable to skuttles/spies/stilettos than standard heavy units?


because unlike other heavy units they get less then 1hp/metal (normal is 2.5-8), are slower, and overall have significantly less hp in total.

ie they are really low health units(proportinately a catapult has 30% more hp then a com, they have about the same healt/metal ratio as suicide units)

tl:dr cause comms are actualy giant super expencive roaches
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10 years ago
A commander can be made with a quite mad hp/cost ratio, i think.

Otherwise ddab just added "hp" to the "cost for offer" formula.
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quote:
How are commanders any more vulnerable to skuttles/spies/stilettos than standard heavy units?

It is because skuttling/emping expensive comms gives more satisfaction than doing this to some random unit that can be produced in numbers.
Comm is kinda like player's avatar, so killing the unit your enemy put most of his attention into is always an achievement.
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quote:
ie they are really low health units


I dont see everyone complaining when someone uses a sniper and snipers have less hp, less range, less speed, less damage and less versatility. They do have a lot less cost however. Also I think there are VERY few com setups that couldnt withstand a skuttle at full hp. If commanders are really that much less efficient than other units then they are not explained well enough (at all?) in the manual.

quote:
unit that can be produced in numbers.


Since there is only one com per player per game surely it would be better to give players an incentive to not be reckless and get it killed?
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10 years ago
Commanders are great. The problem seems to be that it is sooo tempting to micro one super unit instead of 20 small ones, so players can often divert a lot of resources to morphing. Of course comm then kills a lot of things and almost saves your base from the onslaught so it was a good strategy, right? Just needs a bigger gun, more HP and shields and repair and cloak and it will work next time.

What about banning morph for e.g. first 5 minutes?
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Commanders can be efficient if they are set up properly and used properly in proper situation.

The problem is that bad players use ineffective collection of modules, then morph in the worst moment possible, and then don't even use the advantages of their comm properly.
I have seen people morphing to level 4-5 comms with pure combat modules and then never going anywhere near frontline... And all this while doing nothing else so definitely there was no resource excess that had to become used.
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10 years ago
quote:
What about banning morph for e.g. first 5 minutes?

Nowai. I need my e-cell to pwn nabs in 1x1.
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10 years ago
this brings me to a question: why are coms functioning while morphing, but normal units are disabled? what if coms are disabled during morph too? would people not tend to use it? would noobs morph anyway and people even yell more at them?
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Comms frozen during morph just like other units are is how it worked initially. It was changed later to make comm morphs more viable.

And the problem is not about comms being too good, so you don't have a point mojjj.
In other words noobs gonna noob (and morph) and will continue to get yelled at.
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10 years ago
"Noobs will noob" but that seems to have led to almost universal hatred of anyone who uses a commander.

quote:
What about banning morph for e.g. first 5 minutes?


No way. Anyone who uses an E-cell (everyone?) would hate that.

I think that the problem is that currently coms are slightly UP at most things, but since they can do just about everything, making them better at everything would make them way OP.

The problem with morphing as and when it is appropriate is that the morph takes ages. I think that the best balance between being useless and being OP would be to make the modules slightly cheaper. Eg. make the expensive lv3 morph cost 1000 and not 1350 with all the equipment applied.
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10 years ago
Comms are not versatile. The whole versatility is gone by selecting them before the game starts. Instead of morphing comm you can select from 80 differrent units to build, way more versatility.
You can go for the massive range sniper comm, but if there never gets a proper porc-frontline set up the comm is useless. You have to actually predict if the commander is still usefull 10-15 mins later in the game when it is leveled up. Way too hard for new players.
The only safe build is e-cell support comm.
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