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@Astran we can disagree on how powerful commanders should be, but setting the bar anywhere close to Paladin is unrealistic. The game just won't work with comms at that power, the pressure to snipe them or counter them will be immense if people can morph up to a Paladin gradually. There is a lot of space between current commanders and that point though. I'm just saying that "comm is nowhere near as good as Paladin" is a bad place to start.
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@Astran we can disagree on how powerful commanders should be, but setting the bar anywhere close to Paladin is unrealistic. The game just won't work with comms at that power, the pressure to snipe them or counter them will be immense if people can morph up to a Paladin gradually. There is a lot of space between current commanders and that point though. I'm just saying that "comm is nowhere near as good as Paladin" is a bad place to start.
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3 |
[q]the fact remains that you have had to make several changes to the game in order to control Paladin rush[/q]
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[q]the fact remains that you have had to make several changes to the game in order to control Paladin rush[/q]
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Paladin had one direct nerf since 2017, a 6.5% drop in speed and some reduced turn rates. I recall that being more about catching it, not about the early game. The nerf you're probably talking about is the 50 energy requirement for Strider Hub, which was aimed directly at Paladin. But this nerf drives home my point. Having a Paladin very early in the game was, if not broken, then at least a bit game warping and would get old.
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Paladin had one direct nerf since 2017, a 6.5% drop in speed and some reduced turn rates. I recall that being more about catching it, not about the early game. The nerf you're probably talking about is the 50 energy requirement for Strider Hub, which was aimed directly at Paladin. But this nerf drives home my point. Having a Paladin very early in the game was, if not broken, then at least a bit game warping and would get old.
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6 |
Buffing
commanders
to
anywhere
near
Paladin
is
a
proposal
that
would
see
Paladin
rush
effectively
return,
but
rather
than
cause
half
a
team
to
sink
all
their
metal
into
it
for
four
minutes,
progressively
stronger
versions
could
be
used
in
the
field
as
it
is
built
up
over
ten.
The
commanders
we
were
seeing
prior
to
the
nerf/rework
were
not
as
powerful
as
Paladin,
but
they
were
big
and
efficient
enough
to
warp
a
whole
front
around
them.
They
would
do
things
that
no
other
unit
can
do,
such
as
the
ranged
beam
laser
commanders
that
dealt
reasonable
DPS
at
500+
range.
Very
few
units
do
this,
as
it
tends
to
end
up
as
a
"riot"
against
a
lot
of
units.
Fencer
deals
constant
accurate
damage
at
high
range
and
most
of
its
other
stats
are
terrible
to
compensate.
This
sort
of
thing
is
just
barely
ok
on
a
weak
glass
cannon.
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6 |
Buffing
commanders
to
anywhere
near
Paladin
is
a
proposal
that
would
see
Paladin
rush
effectively
return,
but
rather
than
cause
half
a
team
to
sink
all
their
metal
into
it
for
four
minutes,
progressively
stronger
versions
could
be
used
in
the
field
as
it
is
built
up
over
ten.
The
commanders
we
were
seeing
prior
to
the
nerf/rework
were
not
as
powerful
as
Paladin,
but
they
were
big
and
efficient
enough
to
warp
a
whole
front
around
them.
They
would
do
things
that
no
other
unit
can
do,
such
as
the
ranged
beam
laser
commanders
that
dealt
reasonable
DPS
at
500+
range.
Very
few
units
do
this,
as
it
tends
to
end
up
as
a
"riot"
against
a
lot
of
units.
Fencer
deals
constant
accurate
damage
at
high
range
and
most
of
its
other
stats
are
terrible
to
compensate.
This
sort
of
thing
is
just
barely
ok
on
a
weak
glass
cannon.
That
sort
of
ability
on
a
unique
single
unit
warps
the
front
around
it
and,
here
is
where
we
may
disagree,
the
game
is
about
[i]units[/i].
Controlling
a
bunch
of
individually
simple
things
in
complicated
ways.
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8 |
[q]what if, striders are built as a smaller version of themself and require upgrading once or twice?[/q]
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9 |
It's an interesting idea, but it feels like a solution looking for a problem. Striders seem to work fine, why add complexity?
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