Allied Subcommanders need nerf

Discussion in 'Balance Discussions' started by greylurker, June 3, 2014.

  1. greylurker

    greylurker New Member

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    I've been enjoying the Galactic War solo play the last week or so but I think the Allied Sub-Commanders you can get need to be toned down somewhat. Just having one of these guys on my side seems to result in an automatic win in about 10 minutes. I don't even have to do anything, often I didn't even run into the enemy personally the message that he'd been killed and I won just sudden popped up while I was in the middle of other things.

    At one point I had 2 of them and I could pretty much just walk away from the computer
  2. zaphodx

    zaphodx Post Master General

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    I hate when people wildly exaggerate like this. The AI doesn't do anything more than send out a couple skitters in the first 10 minutes. The AI may reduce potential map control for your enemy but it also reduces all the mex you can control also. Good at low levels of skill maybe but not for people who are half decent.
    stuart98, PeggleFrank and Jaedrik like this.
  3. Murcanic

    Murcanic Well-Known Member

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    if you play on the harder modes and don't have say air tech with your sub commanders they will get destroyed when they go up against an ai planet with more then one commander who spams air, and since you don't have air yourself its hard to counter not to mention the ai would also expand to the other planets and protect from tele's with its air thus making it rather difficult to defeat them you need tech as much as you need sub commanders to distract and tie up your opponent
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  4. dc443

    dc443 Member

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    I had a sub com once that built about 30 Orcas and Narwhals and did not move them anywhere, not even toward the edges of the gulf... they just sat there in the maximally compressed layout like sardines. Not even like in a formation which is much more spread out.

    I am not sure since I didn't check, but I wonder if the latest patch changed it so that eco isn't shared? or is it still? Because on this particular session, that sub commander also neglected to build any mex so he was wasting my metal on that useless navy.

    Well, okay, the takeaway here might just be that navy needs some more work.
    PeggleFrank likes this.
  5. Devak

    Devak Post Master General

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    that's not true. i've had automatic victories as well.

    Though, the problem is not the power of the subcommander but the availability. it's currently too easy to get one, so tech progression is completely off.
    Pendaelose likes this.
  6. zaphodx

    zaphodx Post Master General

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    But not with a single sub commander in 10 minutes.
  7. Bgrmystr2

    Bgrmystr2 Active Member

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    I've had games where I had air unlocked with factory/fabber efficiency upgrade as well as eco efficiency and/or com efficiency. Don't remember which. The sub commander can build several dozen bombers and win in sub 10mins. I've even had them snipe the enemy com before I had my force at his doorstep.

    Now, this has to take into account I was spamming massive amounts of eco to fuel somewhere in the ballpark of half a dozen to a dozen combat fabbers, so that may have fueled the AI's pockets and made my game a bit bias. (a bit? lol) It's possible that's what happened to the OP though, because there's not a whole lot of information given.

    Normally speaking, I agree that a single sub commander wouldn't be able to take the enemy AI without a sufficient amount of outside help. Without the player's support, though, I can't really say.
    Pendaelose likes this.
  8. Verios44

    Verios44 New Member

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    I just finished a hard diffuculty game and had 4 sub cons for the final boss fight. In the end, 3 of my subs died so I feel that they are very useful, but I do agree that they are too readily available. I rejected maybe 3 or 4 other sub cons throughout that game


    Also, the commander commander load out is interesting. Starts you off with 2 subs, 2 data nodes and no factories.
    Pendaelose likes this.

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