The commander explosion and the nuke explosion are exactly the same size.... yet the damage from the nuke is 16.5 TIMES the commander's death-damage. Would it be possible to either 1. Shrink the commander explosion effect to appropriately match its damage-output (this will make the comm explosion super-wimpy, but that's exactly because it is weak) 2. Dramatically increase the damage caused by the commander explosion at least 2 or 3 times to better match the fancy blue mushroom cloud effect. 3. Apply more damage to structures surrounding the commander Current (stable) stat comparison: COMM Damage: 2000 Full damage radius: 20 Splash: 2000 damage, radius 110 NUKE Damage: 33000.0 DPS: 33000 damage every 1.00 seconds (1.0 shots per second) Full damage radius: 125 Splash: 33000 damage, radius 150 Numbers coming from http://pa-db.com
I approve, only because chain-reactions were always fun back when 3 commander explosions kill a commander at full health, and because with recent buffs, 4k doesn't kill anything more, than 2k didn't already. Which is basically, guranteed to units, and not structures.
Yes please, watching my army die when the enemy commander goes up, while all the nearby factories survive pretty much unscathed always makes me sad.
I always wished that commanders created a crater when exploding. But that would require the explosion to destroy everything so you won't end up with floating buildings or armored units.
I think this month they were hoping to improve this floating buildings/units bug, so it would theoretically become possible to implement this again.
Jep, that is a huge problem. My favourite would be CommanderNuke= Nuke, Uber should have never thought of CommanderNuke<Nuke!
Commanders don't do enough damage when they die, so commboxing isn't the insanely dangerous game of chicken it was back in Total Annihilation. Being able to wipe out buildings with a commander explosion makes the Commander a semi-viable high-priced nuke for shared team games.