[Rel][Server] CommanderRedux

Discussion in 'Released Mods' started by thetrophysystem, December 21, 2015.

  1. thetrophysystem

    thetrophysystem Post Master General

    Messages:
    7,050
    Likes Received:
    2,874
    Simple Mod, a part of a mod I was working on for a while but fitted to just add to vanilla and play mostly vanilla with. Felt like releasing vanilla-compatible pieces of some ideas I had with my mods.

    All it does, is make the commander more viable in combat, while nerfing his exploitable strengths. He should be worth escorting a t1 blob now, assuming you can in fact protect him.

    Then, it also makes the Colonel a fully functional commander except for army-control (which continues to depend on your first spawn commander). He is slower now, but has same damage, uber cannon, build arm, health, explosion, and economy generation, with bonuses of it knows to repair nearby units, and it can still build t2 units. Now, these can regularly escort your army, when it runs it's course you can send it at an enemy army to fulfill it's destiny, and they can build economy and defenses while they accompany your army.

    I tested it and found it hard, even with a single "normal" level AI, to simply "rush t2 and pump out colonels", but it should be something viable to try now while being balanced with how difficult it is to get a sufficient amount built and then have them benefit you without getting sniped and actually holding off their value in army/nukes. I still see building 2-3 of these if you are army-focused and have a t2 bot factory free for it, as a very powerful strategy now, as they will make an army go a lot further in a brawl, mind to keep the ranged units far enough away or killed by faster units in advance.

    Details:
    -Cost reduced 25000->12500.
    -Build Arm increased metal output 30->45
    -Build Arm has no change in energy cost, thus increased efficiency.
    -Build Arm increased range 20-60.
    -Build Arm now auto-repairs (when unassigned to a task or idle, ofc).
    -Bullet Fire Rate increased 2->3.
    -Bullet Projectile Speed doubled, Lifetime halved.
    -AA damage reduced to 60, slightly slightly bigger splash (.25->2)
    -AA range reduced 150->120
    -Torpedo ROF reduced 1->0.8
    -Speed increased 6->7
    -Explosion slight range increase I thiiink, 110->100.
    -Colonel given same stats as Commander, including Cost, Speed, Extra Weapons, Build Arm, Explosion, UberCannon, Economy Generation, BUT/EXCEPT retains T2-blueprints.

    Coming Soon: Perhaps replace or add to one of the unit launchers, the ability to launch a colonel at an enemy base to cause havoc. Oh, and adding to PAMM once I remember how to do that.

    Attached Files:

Share This Page