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Commander balancing

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Date Editor Before After
4/25/2014 1:55:23 PMCArankPxtl before revert after revert
4/25/2014 1:54:37 PMCArankPxtl before revert after revert
4/25/2014 1:52:42 PMCArankPxtl before revert after revert
4/25/2014 1:50:13 PMCArankPxtl before revert after revert
Before After
1 @Forever - there are reasons they didn't put range-boosts on L0 Siege comm. They wanted to avoid the L1 comm outranging defenses with certain modules. I agree that L0 Siege comm needs a buff but I'd just give it a free Damage Booster. 1 @Forever - there are reasons they didn't put range-boosts on L0 Siege comm. They wanted to avoid the L1 comm outranging defenses with certain modules. I agree that L0 Siege comm needs a buff but I'd just give it a free Damage Booster.
2 \n 2 \n
3 An important consideration is that the L0 comm is the most powerful and important unit in the game, so it makes sense that the L0 comms should be *very* similar to each other. While L0s having vast differences sounds exciting, it would completely change the opening game depending on which comm you chose, and that's bad. Keeping the heavy differentiation to the higher levels is a good thing, imho. I actually think the L0 recon is *too* different from the other comms. 3 An important consideration is that the L0 comm is the most powerful and important unit in at the very beginning of the game, so it makes sense that the L0 comms should be *very* similar to each other. While L0s having vast differences sounds exciting, it would completely change the opening game depending on which comm you chose, and that's bad. Keeping the heavy differentiation to the higher levels is a good thing, imho. I actually think the L0 recon is *too* different from the other comms.
4 \n 4 \n
5 In general, I'd focus on looking at *both* the L0 and L5 comms and comparing them. Recon is underwhelming at L5, compared to other L5 comms but its speed at L0 is so useful I take it anyways. Siege is the reverse - it's neat at high levels, but at L0 it's a Battle comm without the health. 5 In general, I'd focus on looking at *both* the L0 and L5 comms and comparing them. Recon is underwhelming at L5, compared to other L5 comms but its speed at L0 is so useful I take it anyways. Siege is the reverse - it's neat at high levels, but at L0 it's a Battle comm without the health.
6 \n 6 \n
7 My general idea (again, I'm a terrible player so huge grain of salt here) 7 My general idea (again, I'm a terrible player so huge grain of salt here)
8 For Recon: Nerf starting speed to 1.35 but give it back the per-level speed morph and a starting health of 1800 (keep the current 500-per-morph). 8 For Recon: Nerf starting speed to 1.35 but give it back the per-level speed morph and a starting health of 1800 (keep the current 500-per-morph).
9 For Support: It's fine. Maybe give it a small energy-gen per level. 9 For Support: It's fine. Maybe give it a small energy-gen per level.
10 For Siege: Give it a damage-booster or two at L0 so it's not just a fragile Battle-comm. 10 For Siege: Give it a damage-booster or two at L0 so it's not just a fragile Battle-comm.
11 For Strike comm: get rid of the boring regen and give it 7.5%(?) damage-boost per-level. 11 For Strike comm: get rid of the boring regen and give it 7.5%(?) damage-boost per-level.
12 For Battle comm: its firepower buff per-level is a minimalist afterthought, leave that to Strike comms. 12 For Battle comm: its firepower buff per-level is a minimalist afterthought, leave that to Strike comms.
13 \n 13 \n
14 Boom, the comms are closer in power at L0 (Siege and Recon are brought closer to other L0 comms in power) and at L5 they're a bit more interesting. 14 Boom, the comms are closer in power at L0 (Siege and Recon are brought closer to other L0 comms in power) and at L5 they're a bit more interesting.