I haven't personally played or tested it, but I have some assumptions: Transports can and probably should carry Commanders. (Unless the Astraeus can become faster.) A transport dies in one hit to just about anything that can hit air units. A transport is fast. Commander rushes are devastating (but require some number of power gens). With that in mind, I'm guessing the early game becomes all about fighters and radar. What's your in-game experience with this?
I'm pretty sure that instakilling a Commander just because he chooses to use a transport has nothing to do with rushing.
ubercannon and best way with commrushing comming to transports ... currently every sort of counter from the current build is about to be discussed
Oh but it does. It's a powerful deterrent and presents a substantial risk if your opponent has even one fighter in the air. But is that a good thing, and could there be better ways to do this? (Also, I had the ulterior motive of moving the discussion of transports out of the ubercannon thread. Of course, that only lead to derailment of this one...)
No. Losing air control because you didn't go air first is a risk. Losing ground control because you ran off to a different planet is a risk. Losing base defense because you sent your Commander to the front is a risk. Losing the game because the Commander used a Tech 1 unit is ******* retarded. There are ways to discourage a tactic that don't involve instantly killing the player for using it.
This made me laugh. Explains perfectly why it breaks the game. Should paste this to Scathis's Bathroom Mirror.
Has anybody else noticed that the area load command on transports picks up everything, and not just combat units? Area load should pick units up using the same system as selection boxes to choose between combat and fabbers. I just played a game where I canceled my construction projects and loaded all my fabbers and my commander along with my army. The transports made it pretty far before I noticed, but I almost lost the game. Immediately after this, I forgot all about it and did the same thing all over again. Obviously you can just set up a loading zone outside your base, but it would be better if we didn't have to. It's not really a bug, but I'm thinking it may deserve its own thread.
It does seem like the most elegant solution. Some fall damage would allow you to prevent, say, suicide-bombing an opponent's base with bomb bots in transports, but still be relatively safe for the Commander. Imagine if that was being webcast... "He just picked up all his fabbers and Commanders." "Oh oh, this must be a reclaim rush! Totally unexpected." "It's the first I've seen that this patch. If he's got enough fab power, this could be gg!"
DeathByDenim was spectating and somehow managed to hold his breath and not say anything until it was all over. He must have had some good fun watching that.
It should be that transported units don't necessarily die because the transport was shot down. They should take splash damage if any, and some fall damage. In fact I think there was a supcom mod that did this.
Dude, look at the metal in a Pelican! A hummingbird could likely one shot it! Don't put your commander in that!!
The commander is the unit most in need of transport though as he is quite powerful but also slow. He is also the unit most suited for the single-slot transport. Given that there can only ever be one.
The Commander is equipped with the most powerful "do anything" tool in the game, its lathe. It can literally lathe itself a softer landing. Astreus.