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Strike commander in competitive play

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4 years ago
In competitive 1v1, it's incredibly rare to see Strike commander. I think jump has great escape/ambush potential, the drone/sturdiness of guardian is solid, and the engineer comm's surges are a real threat. Meanwhile, strike can move a tiny bit faster and has some regen - both qualities that mean very little if the commander gets slowed, swarmed, bursted or assassinated. The only use I can theorize for 1v1 is riot-protected missile launching attrition provider (until assaults show up laughing).

Before I add more laundry to AUrankAdminGoogleFrog's pile and suggest it gets a buff or a new feature, can any of the Teams players tell me about the usage it gets in the lobster pot? Is it viable there and not 1v1 just due to seperate pacing? Let me know.
+1 / -0
4 years ago
The only use of strike commander that I have seen is for cloaked commander with DGUN, which is basically a troll strategy. I agree that it seems pretty weak and unremarkable for both 1v1 and team play.
+3 / -0
I think it could be interesting to let it lean into that dgun role and give it personal cloak on level 1, same way that Guardian gets basically several free drone modules.

The energy use will likely make it not that important early on - though a self-cloaking riot can be quite a huge thing! - but it will make the dgun+cloak combo much easier to obtain, making it a real threat even in 1v1, and padding out as the antiheavy for factories that lack one (ahem Rover).
+4 / -0


4 years ago
Multiplayer B969619 2 on TitanDuel 2.2
+0 / -0


4 years ago
That said, back a while i remember PTrankraaar doing quite nasty things by combining Strike's innate regen with a shield and a few extra regen modules, making it basically a heavy-weight Glaive that regens in 10 seconds unless alpha'd all in one.
+0 / -0


4 years ago
quote:
I think it could be interesting to let it lean into that dgun role and give it personal cloak on level 1


Thumbs up
+1 / -0

4 years ago
There are a few Guardian only weapons that makes sense to diversify to Strike now such as the riot cannon.
+0 / -0
Strike com has extra HP regen? OP pls nerf.

But first, let me abuse it some.
+2 / -0
I miss 600 hp/s regen strike commanders.

quote:
Is it viable there and not 1v1 just due to seperate pacing? Let me know.


The only use for it is dgun in big teams. That's about it.
+0 / -0


4 years ago
quote:
The only use for it is dgun in big teams. That's about it.

1v1 frequently creates situations in which you'd like to have it. Large teams do it *always*.
+1 / -0
4 years ago
Make the lobster ability a possible manual-fire upgrade at level 4, and restrict it to the strike commander.
+2 / -0


4 years ago
I played around with strike commander a bit yesterday and I think it's situationally viable, but said situations have very low odds of happening (see replay showing randy being jump-bots on titanduel and not sending a single Jack vs missile tickler comm). I tried D-gun / cloak but by the time I had paid for it the game was already lost.

Poor strike is just a bit crap really.
+0 / -0


4 years ago
I think Guardian could be slightly slower, giving Strike more of an advantage in getting into position. This is still a tricky place to be as Recon will be better at maneuverability. It is worth thinking up some unique things for Strike to do. Making innate regen slightly better is an option now that Recon and Guardian have pretty noticeable innate bonuses.
+3 / -0

4 years ago
I've had some small success using strike comm for its dgun ability. Basically 1) Null morph 2) null morph / cloak 3) dgun / null/ null. It's basically the cheapest version of the trollcomm and it's been useful to counter things like early big units or forward comm. My problem is that I'm basically a lobster at heart and I continue pouring metal into it thereby losing the game. A variant I've been considering was null morphs for everything except for disintegrator and using a conjurer to cloak it. Might work ...
+0 / -0

4 years ago
I'd give Strike a small speed bonus so that it can zip around faster doing hit and run stuff which seems interesting.
+0 / -0


4 years ago
Give Strike Comm a dash similar to swift, but smaller gains.
+0 / -0
I mean, if we're spitballing, what if Strike had a power fist that would literally strike its enemies
+12 / -0


4 years ago
What if it could roll into a ball and dash into exactly ten enemies, knocking them over.
+7 / -0

4 years ago
What if it could rally up enemy units to refuse to work unless they are paid more metal.
+9 / -0
4 years ago
If you ever control 3 strike commanders at the same time, you're out (you lose).
+5 / -0
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