Something I liked in SC2 was the research option of allowing your commander to hunker. This prevented them from doing anything, but increased their damage resistance. This could be a possible solution to a few problems I've been seeing pop up, like super artillery and mass air. Won't completely stop things, of course, but will provide for less "aw man, that wasn't cool bro" situations, I'd think.
I liked the idea of hunker, but felt it should do something else entirely. Either cap damage taken from a single blast (for anti-artillery and missile strikes) or reduce damage taken by a flat amount (to cover against bot raids).
Was a dumb idea to begin with, and its poor implementation did not help it. Let it go. The closest I think you should be able to get is upgrading your commander chassis, say putting him in a battleship or big spaceship. Or putting him in a really strong bunker. Having him kneel down with a big purple shield was inane.
No. The best solution to this is more AA, and maybe keeping arty damage relatively low. I don't think that commander upgrades are appropriate for PA.
Frankly I never liked the idea of Hunker, it just felt so much like hand-holding. "Oh you got in over your head? Just use this to save yourself" Bleh, if I get in over my head I expect to be appropriately punished for it. Mike
Usually, any situation where you'd want to hunker, you'd actually really like to run the hell away. Commanders overwhelmed by damage were usually ones caught in a bad position, and reducing damage for a time in exchange for mobility won't change the fact that you're in a bad position when it wears off. And really, not letting your commander get into fights from which he could neither emerge victorious nor flee was basically the first rule of Commander Club. Giving people a get out of tactical error free card doesn't encourage good tactics.
If this game turns into snipe wars like SupCom 2 then yes give me hunker. Otherwise I'd have to agree with jurgenvonjurgensen completely.