guys i was just thinking about the commander late game and wanted some feedback on an idea. atm the commander is op at the start (this is great) but quickly losses his edge, what do you think about the commander getting "buffed" the more free energy you have. don't want him to become op late game but would be nice if he could take a few more hits.just the energy could just maybe increase damage done by the commander and maybe his hitpoints? just want some feedback no kicking and screaming please.
The Commander, IMHO, scales pretty well right now. Early game he makes both an excellent offensive and defensive machine, while late game he is nothing but a liability. This makes for some interesting plays, where players might go for a CommSnipe early game with a Leveler or two, while his enemy thinks that his Commander is safe because it kicks so much *** early game. In the late game, it prevents stalemates from dragging on too long as you start seeing commsnipes. The only issue with the Commander currently is Commbombing in teamgames. It is an annoying issue that adds no depth, and there are no easy, logical ways to fix it.
fair enough, i see you point and stalemates are so annoying! yeah there needs to be more of a penalty for combombing, not sure what it should be
The best solution I read somewhere.. Or at least I read something close to it. Is the idea that each player has *thier* own commander. If you lose *your* commander then you no longer have any control over any units. Your team can still win but you are effectively out of the game. It doesn't stop the strategy completely, but at least there's quite a big trade off for doing a commbomb.
Right now the Commander its the reason i stop to look to screen (epic unit) They don´t need do nothing moore to the ACU Look.
I too feel that the com should have something extra for late games be it an upgrade, energy buff or something just to add an extra edge, not too much to avoid stalemates though, or something useful like extra radar or even a shield. Don't yell at me because I said upgrades or shields I have been through it already, I understand there aren't any planned com upgrades or shields yet.
Yeah this topic again! Woo![/sarcasm] The commander doesn't need a boost late game, the idea is that he'll always be in an "early game scenario" via sending him to new planets/moons/asteroids because he is the most efficient single builder there is. Yes it's great that you have a grand army on Planet X, but My commander isn't here anymore and good luck getting that army off-planet efficiently. Mike
The commander its only there for the first 5/10 min ,then you can send him home make dinner :lol: Actualy in game i hardly note he´s there for something,Can we take him out war ,that field war its to units with many options, and he don´t fit there for now
The commander is the most important element and it being vulnerable is just fine. (Currently the only way to end very large games with people who spam walls is to comsnipe. So its strength is allready a great balancing tool even in the current alpha stage. :mrgreen: )
Game modes other than 'assassination' will add some elements to this too. If there's an 'annihilation' mode which continues until all your structures are gone, commbombing could increase in ffa etc.
I think TA handled this nicely by equipping the commander with a very high energy use cloaking device.
Yeah i got caught out on my first online game as i didnt try to protect my commander, not realising that it wasnt a "commander continues" style game.
This was very useful. Also 'hunkering' from Supreme Commander, where the commander loses the ability to move but takes significantly reduced amounts of damage.
Yes, no idea why the '2' wasn't in my post above... Nonetheless, it was a useful mechanic. Just because most of SupCom 2 was a bit pants, doesn't mean it didn't have a few good bits scattered around
If you are forcing them to hunker, its either a nuke, or an extra 5 seconds for a snipe they can't stop.
Neither would I - however I disagree that it was 'needless'. As has been debated in this thread, the commander is the main focus of each game. It makes sense to have measures to protect him. Perhaps as we progress onto multiple planets, the need for such a defence mechanism might be negated.
If the force was large enough to kill the Commander, and Hunker Prevents that, it's prolonging the game that should have been already decided. Mike