Commander torpedos

Discussion in 'Balance Discussions' started by elodea, August 31, 2014.

  1. elodea

    elodea Post Master General

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    Are really too strong. It's stifling naval play imo
    schuesseled192, ace63 and Quitch like this.
  2. optimi

    optimi Well-Known Member

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    Agreed. Commanders can shut down naval fleets from range without the ships being able to get any shots off.
  3. brianpurkiss

    brianpurkiss Post Master General

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    The Comm's anti-air missiles could probably use a throttling as well. They're not as bad as torpedos, but still a little much.
  4. iron71

    iron71 Member

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    Yes the commander's range at the moment is a bit too far. The rate of fire for his anti-air weapons could use a small nerf in my opinion as well.
  5. thetrophysystem

    thetrophysystem Post Master General

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    He has equal land range, yet huge air range over any other unit ingame, and huge naval range with damage and rate.

    Really, yeah, he could use defensively powerful weapons, but those are the best weapons in the game.

    I did some mods, found that 180 range and half the fire rate on the torpedoes is fine, and reduce air to 100 range and 50 damage, the splash is powerful enough with that rate of fire.
  6. mot9001

    mot9001 Well-Known Member

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    Its only a part of the problem with naval. T2 ships can't even target a commander under water so he can rambo them easily.
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  7. Quitch

    Quitch Post Master General

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    Wait, I thought we wanted unit diversity :p
  8. schuesseled192

    schuesseled192 Active Member

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    Seeing as you can't d-gun air or boats (unless you are on the beach) I think they are fine. Edit: Naval torps now that I've had a chance to see it in action are way to good for the comm. Nerf em.
    Last edited: September 5, 2014
  9. mot9001

    mot9001 Well-Known Member

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    Nobody ever asked for unbeatable underwater rambo commanders lol and my idea of unit diversity is different probably then.
  10. Quitch

    Quitch Post Master General

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    You didn't complain he was unbeatable, you complained T2 naval couldn't shoot underwater. T1 naval can, why aren't you mixing them in? If you are and they're not good enough then why isn't your complaint about them?
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  11. mered4

    mered4 Post Master General

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    Srsly?
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  12. igncom1

    igncom1 Post Master General

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    I feel like T1 naval isn't great either atm.

    Hopefully once uber hit it, they hit it hard and we see and entirely different naval game.
    mot9001 likes this.
  13. tehtrekd

    tehtrekd Post Master General

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    Naval in general is simply awful, tbh.

    It's the one unit type that I'd consider completely useless in its current state. T2 somewhat works as support for attacking a coastal base, but even then, the ships are so painfully slow you'll probably destroy the commander before the ships even get there.
  14. elodea

    elodea Post Master General

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    yea seriously. What did you think he meant?
  15. mot9001

    mot9001 Well-Known Member

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    Its pretty clear what Quitch means, but i started with trying to say there is more then that 1 problem and i only pointed out this 1 other thing that to me seems like a problem. This means i also think the commander torpedos are really looking too strong how they are now. To give my opinion in another way that should explain my post. I think atleast 1 advanced naval military unit should be usefull against seabottom commanders like it used to be in older patches. If you look at it from an entirely different point of vieuw it might not be so clear reading what i said but to me in a game where 1 or 2 advanced units (air, bot, vehicle, orbital) can kill an unprotected commander its weird that if you go underwater this suddenly changes so dramaticly that it makes no sence. Also i would like to say i agree that naval units are tooslow and i think that its way to hard, if not impossible to recover after you took more losses then the enemy did. Also, if you happen to have no land, you can't make slammers and they seem to be really really good.

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