Commanders

Discussion in 'Planetary Annihilation General Discussion' started by uberpenu, May 17, 2014.

  1. uberpenu

    uberpenu Member

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    Ok so, it has come to my attention that commanders are so fragile that a small sum of t1 units can kill it b4 it can ubercharge to victory. this makes me very sad :(
  2. tehtrekd

    tehtrekd Post Master General

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    While it is true that grenadiers are a little too powerful, keep in mind that the commander isn't supposed to be overly powerful. It's a liability, it doesn't carry your army, your army carries it.

    It needs to be heavily protected at all times.
    squishypon3 likes this.
  3. brianpurkiss

    brianpurkiss Post Master General

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    It's good this way.

    The game is supposed to be about massive armies, not uber units that kill everything.

    It's good that we don't HAVE to go to T2 to kill a Commander.

    The Commander is supposed to be a liability, not an end all that kills everything.
  4. KNight

    KNight Post Master General

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    To me that isn't quite what it should be.

    Yes, Commanders are a liability, but it shouldn't be strictly because it's weak. More so it should be the whole "lynch pin" aspect of the the Assassination Game mode. Obviously you have to walk the fine line between being able to reasonably defend itself and being able to be taken out.

    Mike
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  5. brianpurkiss

    brianpurkiss Post Master General

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    And it already has a ton of health and an incredibly powerful Uber cannon.
  6. KNight

    KNight Post Master General

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    Keep in mind I wasn't talking in regards to specific stats or anything, just commented on tehtrekd's "feel" comment.

    Mike
  7. Nullimus

    Nullimus Well-Known Member

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    We just fought a major battle with Uber over the need to goto T2 to win the game. They corrected the problem. So, yes, the commander can be overwhelmed by about 70 vehicles if there is a good mixture of infernoes and "ants" in the army.
    The commander can also fall to an orbital laser snipe, and T2 units, and nukes. We now have several options that allow each player to play the game in the way that best suits their play style. While the options aren't quite as diverse as would be hoped for they are far more diverse than they were just a few weeks ago.
    corteks and wilhelmvx like this.
  8. CounterFact

    CounterFact Active Member

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    I understand the commander shouldn't be able to beat entire armies. But on the other hand, when I see 4 infernos coming, I shouldn't have to run it away.
    The commander still is a badass robot. Don't make it so that he has to run like a bitch everytime an enemy unit shows up.
    The uber cannon feels more balanced now, which is good. But the main gun just feels too weak now, a higher dps is welcome. HP feels lower as well, since t1 got this dps increase.
    Last edited: May 18, 2014
  9. stuart98

    stuart98 Post Master General

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    Too few units are able to kill him now I feel. The uber feels a bit weak right now (I think making it one shot infernos or increasing the radius by 10% would do the trick?), and the main gun definitely needs a buff.
  10. Nullimus

    Nullimus Well-Known Member

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    The commander should always be vulnerable. While the main gun should do a bit more damage I think the ubercannon is just right. It can mount an effective defense without just wiping everything out in a few shots.

    Before the changes T1 couldn't even get close to a commander. That was no good.
  11. tatsujb

    tatsujb Post Master General

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    I'm with the general majority here. The commander should be a bit stronger, have more longevity. considering the game is over when you lost him we're risking turning PA into an all-out t1 rush game.
  12. uberpenu

    uberpenu Member

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    Awesome feedback! I do agree how the ubercannon is great. And I'm gonna have to watch where i march my commander around to now X)
  13. carlorizzante

    carlorizzante Post Master General

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    Dropping a quick question in here.

    It always puzzled me why the Uber Cannon can't shot down air units as well. There is any technical or practical reason why?
  14. KNight

    KNight Post Master General

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    To me it felt like it'd be an issue with too much micro skill involved/required, clicking on a tank is pretty easy but trying to do the same thing on a flying unit is much harder. Not to mention the other oddities that speed brings into things like what if you try to Uber Charge a flying unit that goes out of your range before you can turn to fire at it?

    It's just a pretty awkward scenario all round really.

    Mike

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