Is it just me or "Commander is boring"

Discussion in 'Planetary Annihilation General Discussion' started by kryovow, December 6, 2014.

  1. mot9001

    mot9001 Well-Known Member

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    Im using my commander as a frontline warrior over 50% of my games.
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  2. cdrkf

    cdrkf Post Master General

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    Commander micro was one way to play in ta, and knowing when to move aggressively with a commander is a skill. It's risky, but potentially rewarding. It's usually advisable to keep him back as a newer player as it's safer. Also ta com was easy enough to counter, going at him with flashes was a noob trap when storms, slashes, raiders, and crashers all out ranged him. He was also very vulnerable to bombers.

    The same is true in pa. Boom bots and infernos force a com back. However with careful micro and support he can help break a stalemate at t1. At t2 pa com is completely out classed, where the ta com had cloak to keep him relevant.
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  3. frostsatir

    frostsatir Active Member

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    Don't worry. I had a won vs most part comm rush guys. I have like 24 uber rank at this time.

    Btw. In TA comm rush was one of my favorite tactics(on small maps).So i will be a first guy who send commander(+some dox and tanks for counter boombots) for build some walls and lasers at your start spot in PA. Just give me stronger commander hah.
    But I'm not sure that I want this=)
  4. silenceoftheclams

    silenceoftheclams Active Member

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    The real power of the commander push comes when you have enough factories and fabbers built to soak up the majority of your early eco; instead of moving up for a midgame slug-fest, you can use your com to claim ground with walls and tank support, pushing up your eco. Just walking your com straight out of spawn, even after building a few factories, is mostly suicide.

    A good push might bring you into the enemy base if they don't do a good job applying pressure on the com. The commander works very well on the frontlines - not as a one-man-army, but as first citizen of the republic of kapow.
  5. igncom1

    igncom1 Post Master General

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    The TA commanders early game redeeming factor was the D-gun, not it's laser or ability to sustain damage.

    That and how quick it was to repair cheaply.

    The PA commanders basic weapon is far superior to TA's laser, the Ubercannon is however less effective then the D-Gun.
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  6. thetrophysystem

    thetrophysystem Post Master General

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    Yes, but it doesn't need to lose it's primaries. What it does need, is more speed since all PA units are faster than TA units as well, and to gain a better ubercannon. It does need to destroy a large army in one shot. What helps, is for it's splash, as I said, to spread outward from impact, instead of around impact.

    Basically, it kills everything behind the shot for a range of 60, everything to the sides for a range of 60, and nothing closer to you than the cannon's impact. That way, it decimates a clumped army wad. Then a longer recharge.
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  7. LmalukoBR

    LmalukoBR Well-Known Member

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    IMO the commander needs a health buff to make snipes more difficult and extend game play time specifically in big FFA and team games. Like i said in other posts: today when you see a commander your thinking is "Oh great! thats where my target is" instead you should be thinking "Aw fu**". The commander should be a badass you should have the option of using him to support your armies, and you should only be able to kill him later in the game. These 1v1 lasting 8 minutes should not be possible, also snipes should be possible but harder to pull off. I think these changes would make the game more dynamic by giving the players more options on how to do things.
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  8. frostsatir

    frostsatir Active Member

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    Yup. It's main rule "Annihilation" series=) Even if 1 guy gonna to lose, he still has a chance to kill commander.It's so funny "Comm end" option.
  9. Lextoc

    Lextoc Member

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    Commander is stronk, bombers also stronk, bomers dangerous.
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  10. xankar

    xankar Post Master General

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    Uber, why you no listen to Cola?
  11. Bgrmystr2

    Bgrmystr2 Active Member

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    This is how commanders should be. Risky, rewarding, and obscenely scary for anything unable to avoid it or unable to move. It is your avatar on the battlefield, essentially.

    The Uber Cannon, on the otherhand, is so uncomparably garbage compared to the Dgun, it's hard for me to even consider it a worthy weapon, nevermind the 'Uber' title it may or may not have been erroneously given. It's a powerful cannon for sure and definitely helps for some types of early raids, but it's not up-to-snuff on being the pinnacle of rush-destruction. Even if it's range wasn't bugged where it goes way shorter than you aim, it wouldn't really gain an increase in effectiveness. Let's not mention that little loop it does before nailing that pond a few factory-lengths away that's been looking at you funny the whole game. Pond scum! You're always my first attack priority, even if I'm being attacked elsewhere.
  12. kaminfreunde

    kaminfreunde Active Member

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    Wouldn't a stronger commander also provoke t2 into 1vs1 play, as you need better stuff to kill him off (at least on the bigger maps)?
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  13. MrTBSC

    MrTBSC Post Master General

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    so once again making t1 rather useless and turning the game into techrush ... sigh ...

    what the commander needs is fair regen ...
  14. igncom1

    igncom1 Post Master General

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    or cheaper repair costs.
  15. cola_colin

    cola_colin Moderator Alumni

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    the issue with that is that it allows for stupid repair pushes, so you would need additional mechanics to prevent "front linerepairing", which is kinda against what combat fabbers are for (even though they are currently overprized and useless.)
  16. igncom1

    igncom1 Post Master General

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    Like shooting the medics?

    Or, shooting the medics?
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  17. cola_colin

    cola_colin Moderator Alumni

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    Well fact is we had a crazy com rush balance ages ago and it was mostly based around repairing the commander.
  18. igncom1

    igncom1 Post Master General

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    I remember it, and I remember people killing the combat fabbers in response.
  19. philoscience

    philoscience Post Master General

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    Commander needs to be buffed a bit to bring back the days of commando commanders. Comrushes and leading armies into battle with coms was a fun, unique part of PA and while it was previously OP, it is now over-nerfed. Leading your build-fighty commander into the fray with a huge army is a lot of fun and is a mechanic that needs to stay. This will also help 1v1s be less rush-to-t1-snipe as you'll need t2 to effectively bring down the come.
  20. kryovow

    kryovow Well-Known Member

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    i think a lot of good suggestions were here:

    I prefer this:

    1. Regeneration buff (retreat, heal up, enter back in action)
    2. Health buff
    3. damage is ok, but the uber cannon should be easier to control (range overlay, not hitting buildings and obstacles...)

    what i didnt find a solution yet is for late game, where air snipes are quite difficult to stop, even with a lot of AA

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