I was wondering if anyone knows what the indivual roles each different commander will be? Will there be Commander Sub-Classes In Example --Sniper-- This Commander Sub-class has a longer Uber weapon firing range (does slighly less damage) Slow standard weapon firing rate. Faster rate of Movement Lower build speed (25 metal per tick) Lower Health Commanders - P , Progenitor This subclass is very mobile and good at getting a spread out base setup. But in battle you would wan't to keep this commander at a distance as close combat is an epic fail! --Combat-- This Commander Sub-class has a short ranged Uber weapon (Does standard Uber weapon damage) Higher rate of standard weapon fire Normal movement speed Normal Build Speed (30 metal per tick) Normal Health Commanders - Alpha, Delta, Raptor, Tuefel This subclass is useful like how players are currently using commanders, as both base builders and early game battle unit's. --TANK-- This Commander Sub-Class has a meduim ranged Uber weapon (Does MASSIVE amounts of damage) Normal standard weapon firing rate. Slow rate of movement. Fast Build Speed (35 metal per tick) Base building tank!! Extra Health (to compensate for his slower speed) Commanders - Theta , Spider This subclass would be great for putting up bases fast and good at standing its ground to defend it. Also could be used like a battle unit, but its slower movement speed would leave it at the back of the pack.
If you take the Combat commanders as a standard (+1 for faster standard weapon fire but -1 for short range Uber-Gun) and then say the Snipers have a longer range Uber-Gun (+) with less damage (-) and faster movement (+) speed at the expense of slow weapon fire (-), low health (-) and build speed (-) they total at -2. But where is the trade-off for the Tank commanders? They'd get slow movement (-) in exchange for more damage on the Uber-Gun (+), faster building (+) and more health (+) which would total at +2. Ok, that way of simply adding up is a "bit" rough but it gives an idea. I don't see why folks would want to play the Sniper since it's overall weaker nor the Standard when the Tank is much better. Don't take me wrong here, the idea of specializing the Commanders in the later game apart from cosmetic modifications sounds good. It's only that with the proposed changes it'd get a bit one sided. Sure, slow movement might sound like a big letdown but let's face it: Commanders won't be regular frontline units anyway because loosing one not only means you nuked your attacking force but you just lost the match. And for maintining defenses or getting up new gun emplacements (fab bot starts construction blueprint, commander finishes) a higher health and build rate are far more important than movement.
@mrpete I only put those stats in as a suggestion, with refinement i'm guessing it could be better balanced to make all the sub-classes eaqual yet still provide individual advantages. Using your formula adding +++ or +3 to the sniper speed will make him even to combat, And taking or -3 speed to the tank would make it even to the combat class too. Example if the sniper was Extremely quick it would add more balance to him. He could collect mexs at the start of a match much quicker than the other classes. (giving him a +3 on speed compared to other commanders) And if the tank was Extremely slow, he would only be able to build tight clustered base's quickly (speed -3), a spread out base would take it too long giving a quicker commander time to setup an army faster. This class would be at a disadvantage at the start as it can only use the mex's in the immediate area to setup quickly, it would need to then build faster units to cover more ground in base expansion. The combat class would be similar to current gameplay.
I think uber said that the difference between commanders are only going to be optical, not functional as this would make certain commanders superior to others and you can't have that since I think they are planning of selling certain commanders as a way to keep up the cash flow after the release (for patches and such).
Where on earth did you hear that? That's completely false. I suggest you read through all of the threads I am about to link below. I suggest you do so now, so as to stop you from spreading such ludicrous and unsubstantiated claims. https://forums.uberent.com/threads/commanders-and-what-we-know-so-far.43415/ https://forums.uberent.com/threads/pay-to-win.35978/#post-536056 https://forums.uberent.com/threads/what-abilities-should-the-commander-have.36513/
Cheer's for the links to the info's nanolathe I'm only a newb backer so im behind on some info's myself. I wonder if those said abilities might be something like these sub-classes plus different kinds of uber weapon It could be awesome for team games to have a Tank class commander building a turtle styled base and prepping for orbital while a quick runner/sniper establishes radar and mex points further out and outer base defences, maybe even constructing factory's outside the turtle near where they want to launch an attack from.
why the hating... Sub-class commanders sounds like a good idea. I think balance issues will get ironed out with play and feedback. I think it's pretty much impossible to balance an RTS on a spreadsheet.
You have a strange definition of 'hating'. I'm merely relating information and urging people to perform some rudimentary research before posting what they 'think' they heard.