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Long ranged commanders

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Date Editor Before After
12/11/2022 8:27:06 PMUSrankLegomenon before revert after revert
12/11/2022 8:25:22 PMUSrankLegomenon before revert after revert
Before After
1 I think splitting starting commanders from modular units would be the better approach. Upgrading a strider tier unit is the cool part ( like SACUs in Supreme Commander) , the other jobs of the commander is to kickstart the economy buildup and stabilize the early game in the face of raider x 500. Commanders are part liability past the early game due to the penalty if they die, and mandatory high risk/high reward situations are pretty oppressive. 1 I think splitting starting commanders from modular units would be the better approach. Upgrading a strider tier unit is the cool part ( like SACUs in Supreme Commander) , the other jobs of the commander is to kickstart the economy buildup and stabilize the early game in the face of raider x 500. Commanders are part liability past the early game due to the penalty if they die, and mandatory high risk/high reward situations are pretty oppressive ( SupCom again) .
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3 Modular units starting around 4-5k metal should be easier to balance, and can be given significantly better stats than the starting commander since counters will exist at that point of the stage, and they cannot be incrementally built up. It might be beneficial to add some variety to the highest end units too so there is some alternative to Paladin, or provide answers to a Lance ball. 3 Modular units starting around 4-5k metal should be easier to balance, and can be given significantly better stats than the starting commander since counters will exist at that point of the stage, and they cannot be incrementally built up. It might be beneficial to add some variety to the highest end units too so there is some alternative to Paladin, or provide answers to a Lance ball.
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