Commander scale

Discussion in 'Support!' started by gobbygee, July 27, 2013.

  1. igncom1

    igncom1 Post Master General

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    With that line of thinking couldn't you apply that to anything you can build to defend a commander?
  2. KNight

    KNight Post Master General

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    Technically you could, but Hunker is something you use AFTER the Commander is already engaged, it Directly affects the commander's survivability. Something like a Turret is much more pre-emptive and much less 'direct' as opposed to something like Hunker.

    Mike
  3. igncom1

    igncom1 Post Master General

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    So abilitys vs unit composition?

    What about the Uber cannon?
  4. KNight

    KNight Post Master General

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    Well it's a given when engaging the Commander on top of the fact that there are outside effects, if you do damage to the opponent's Energy you can compromise his ability to use it. Honestly it can prolong the game in a similar manner, but it's preferable because it's much more active and skill-based to a degree(also dependent on implementation).

    Mike
  5. igncom1

    igncom1 Post Master General

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    But you could also make hunker as skill dependant and energy dependant.

    I feel like I don't really see what's good about one that isn't present in the other?
  6. annihilationpunk

    annihilationpunk New Member

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    Sounds like Hunker can be used in situations other than a base wipe too. If you overextend and get caught out you can hold out till friends arrive.
    I think fighting on multiple planets will change the thinking on this in any case. The only time you find single units significantly more powerful than others should be early. A powerful early commander can prevent some bs like ion cannon rushing in SC2 yet not do silly things later.
  7. KNight

    KNight Post Master General

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    Energy dependent yes, it's not really skill dependent unless you make it a QTE, all you need to do is activate it at some point prior to death.

    Uber Cannon/Over Charge/D-Gun all require energy management and targeting.

    Mike
  8. annihilationpunk

    annihilationpunk New Member

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    I think it would be skillful to pull someone into a surrounding ambush using a commander and then hunkering.
  9. nanolathe

    nanolathe Post Master General

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    Couldn't you achieve the same effect with a Decoy Commander, or just, y'know... walking away while your units mop up?
  10. KNight

    KNight Post Master General

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    So it takes however much longer to kill the Commander?

    Mike
  11. annihilationpunk

    annihilationpunk New Member

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    I don't know that many people would pursue a commander at full health but if you put a damaged one in range and then fled they might pursue or divert forces from another front. The ability to instantly prolong a unit's life span and increase it's perceived survivability could, if used skillfully tank damage and allow a smaller army to even the odds or defeat a larger one.
    I don't have any specific desire for either to be included but I think saying that if an ability doesn't require targeting that it does not involve skill isn't really accurate.

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