Why not have coms be able to choose their perks as they level up? This would move com leveling more towards a tactical option rather than a preconceived strategic all-in (troll comming). The current system allows for one degree of choice - level up or not. If com leveling isn't supposed to ever be allowed to overshadow the rest of the game, then perhaps this would integrate the leveling system more into normal play without buffing it into the spotlight. Thoughts?
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but then you get les choices..because ingame a new ui.. and stuff.. hmmmm not what i want to be thinking about while im commanding troops.
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maybe if you could setup some presets that you can morph into.. like the inital commander choosing thing.. but it might be irritating to have anything on screen while midgame. could have icons or some kinda minamalistic ui.. but its allot of work.. i personaly thing that the solid com choice is part of the tactics.
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The menus would be a little tricky, but doable I'm sure. Even then, having your preset builds just like now wouldn't have to go away. I'm thinking like item builds in dota2. You have a crazy number of options available, but you can have your preset options for easy access, as well as spending the apm in game to get something you hadn't planned ahead of time.
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This has been discussed before and the answer was that it would be good but would take an enormous amount of effort to implement.
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Generally speaking implementing MOBA-style commanders would be very interesting. But consider this: Transition between site remembered commanders into in game saved composition New in game mechanics (in a gadget) - very complicated ones at that New UI elements New Graphical elements (there was also a talk to make morph more spectatular not just blinking of a nanoframe) This is like TheSponge said: "enormous amount of effort".
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It is possible, but it is difficult to implement and require a lot of hacks. For example one of the hacks: give all possible weapon to the com and activate only weapon which was chosen by player. However, I guess it would really be good idea to have multiply morphs on level 1. For example, you configured two recon coms. In game you get a basic recon com which can be morphed into Recon Com A and Recon Com B. Isn't it cool and simple? So before the game started you don't select between your commanders, but only chose commander type: strike, recon, battle, or sige.
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If anyone wants to try implementing: there's a super hacky implementation in zkdota, you could steal that one and improve on it.
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New Coms are useless.... remove commanders and install BA-Standard-Commander or power up the autorepair.
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Better idea: Actually balance the commander modules/weapons to make them all useful.
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quote: Better idea: Actually balance the commander modules/weapons to make them all useful. |
Blapshemy!
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Never going to happen as the developers see making them a key part of a system more than level 0 being too much push away from the units...and you can do all the things to make them "useful" but a couple bombers if forward and their ded.
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You don't seem to understand the message here. A com weapon can be balanced and useful. Building units will always be cost effective vs building a single vulnerable unit. Units can be in n many more places than the com. However the point of the message would be to bring all com weapons and balance them all out to make them all useful (comparatively). Useful =/= kills everything. Of course bombers are gonna bomb them. They're the troll com's natural counter --- ANTI HEAVY.
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quote: A com weapon can be balanced and useful. Building units will always be cost effective vs building a single vulnerable unit. |
Especially in the early minutes of 1v1 games, where raiders are the predominant (and kind of the only useful) units, a heavy weight unit like the com can definitely outclass your other options for front line crowd control. I mean, the "Building units will always be cost effective vs building a single vulnerable unit" is even trivially easy to disprove and goes directly against the notion of weight as a balance factor.
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quote: I mean, the "Building units will always be cost effective vs building a single vulnerable unit" is even trivially easy to disprove and goes directly against the notion of weight as a balance factor. |
Disprove that 1 unit can only be in one place while 20 units in equal cost of that unit can be in 20 different places. quote: Especially in the early minutes of 1v1 games, where raiders are the predominant (and kind of the only useful) units |
Almost all raiders have the power of disengagement against coms. You can render the enemy commander investment irrelevant by disengaging. In order for units to make cost, they must engage an enemy. How do you engage raiders with a com? They either have to come to you or you have to come to them. Remember: [u] You aren't forced to attack/be in range of the commander/riot/more costly unit[/u]! Even if they do deflect the raid, you can still use these units (assuming you didn't suicide them all in which case would be an error on your scouting the commander or a lack of attention) to inflict more long term economic harm (eg: thru the power of squatting requiring the slow com or other raiders to evict the raiders you put on the enemy's nearby mexes. Even then you can again disengage unless the enemy raiders are faster.). Also note the enemy now has less raiders because they spent the money on the commander. If you have specific replays of building a single commander being more effective cost wise over building units, please do free to post one.
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of all the things that could be worked on, it would be stupid to put in the effort to add complexity to something which is already a redundant part of gameplay
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quote: If you have specific replays of building a single commander being more effective cost wise over building units, please do free to post one. |
Any game with successful troll com.
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quote: Any game with successful troll com. |
quote: If you have specific replays |
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@Shamanpluk quote: Disprove that 1 unit can only be in one place while 20 units in equal cost of that unit can be in 20 different places. |
What kind of strawman is that? You're not even trying... quote: Almost all raiders have the power of disengagement against coms. You can render the enemy commander investment irrelevant by disengaging. [...] You aren't forced to attack/be in range of the commander/riot/more costly unit! |
Well your buildings can be forced to engage him if you just let him walk into your base as you're suggesting. Remember that you're not the only one with a choice, and that solars aren't particularly effective vs coms. I mean, is that sentence seriously what you think when someone rushes a big unit against you? "Oh, it won't hurt me, I can just run away from it!" Going by your argument, people will never make riots, since raiders can choose not to engage them. I even specifically metioned coms in the context of "front line crowd control".
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quote: What kind of strawman is that? You're not even trying... |
What kind of retort is this? quote: I mean, is that sentence seriously what you think when someone rushes a big unit against you? "Oh, it won't hurt me, I can just run away from it!" |
You can go elsewhere to hurt him though. quote: Well your buildings can be forced to engage him if you just let him walk into your base as you're suggesting. Remember that you're not the only one with a choice, and that solars aren't particularly effective vs coms. |
Takes time to walk across the map, by which you can have anti com stuff ready. Meanwhile his economy gets trashed while you grow. Not to mention, when it does arrive to your anti-com measures its nothing more than a fancy metal pinata. Case in point: - 350m > com, other heavies. Removes Jumpcom's jump (can't disengage then). - 550 > com Commanders are metal pinatasquote: I mean, is that sentence seriously what you think when someone rushes a big unit against you? "Oh, it won't hurt me, I can just run away from it!" |
If it hits this point and you're not prepared, its a failure on your scouting or adaptation. Prohint: quote: Going by your argument, people will never make riots, since raiders can choose not to engage them. I even specifically metioned coms in the context of "front line crowd control". |
Riots at some point hit critical mass when raiders are no longer able to manuevre freely.
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