So I have played a lot of RTS games over the years, including total annihilation/supreme commander which is where (in part at least) this game seems to get many of it's design ideas, especially the commander aspect. As is, the commander is entire too weak on hp. I understand from a strategic standpoint you want to hide and protect your commander. The problem however is that he is too squishy, a small battalion of advanced tank can take down a commander in seconds, that's a bad thing considering the scale and sheer number of units this game is suppose to be played with. Another problem I ran into, is when I played against the AI and they got to space before me there was no chance to win, they just orbitally bombarded my commander and he would die in like 6-10 hits, even with a lot of repair bots following him around and healing (about 20). In both of the scenarios, both when I won, or lost, the game was over in like 20 minutes. I propose 2 options to fix this: 1. Increase the commander health, not so that he is impossible to kill just so that he is not so incredibly easy to kill. 2. Add an option in game setup to set it up so if the commander dies it is not instantly over, you simply lose your commander and are unable to build another, for those who want to play a game that last longer than 20 minutes, this option should be available. Sorry if this has already been covered somewhere, I'm new to the forums and didn't find anything similar in a search.
You're not using the Uber cannon right if you think he's too easy to kill. He's supposed to be a liability. Increasing the Commander health would cause issues for the early game and cause issues for Army matches. Game modes will be added so the game doesn't end when the Comm dies. We have dozens and dozens of pages talking about Commander balance. With the current iteration we haven't had any threads on the topic since transports are now Advanced. I like it how it is and the Community seems to agree.
indeed your have to defend your comm and kill the others comm but commander isn't weak. the uber cannon can be spammed and i never had any issues if you play good, my commander late game is in a ring of anti nukes not 1 or 2 but like 20 instantaneously made. with umbrellas and t2 tank to defend land invades and flak cannons. It is true that I / we (group of 3) win about 90-100% of the game we play since alpha. but that is because we are used to find really good or even OP tactics. Like it's better to build 1 energy 3 metal and 1 energy storage at the beginning that rush more economy. after that build an factory and some more metal and energy. use air herass so the opponent will make air defenses and attack with ground troops. btw after making the factory i always make an orbital radar. So that you know where people are going with the mini-map. Make T2 for a good econemy and always scout your enemy. Your commander is early game really strong already but T2 is ment to kill him make sure u hide him, make sure your opponent can't scout you. Everything in PA is counter-able. PS yes we and i win games under 25 minutes, because the enemy doesn't focus right? i guess. First focus we have destroy T2 factories and orbital launcher early game aswell as econemy kill all the metal and energy so he will have a harder time. But scouting is so important.