I don't see much point. If there are enough air units around to make the shot worth it, then you're probably screwed anyway.
Uber to air? No However I field the Commander should have AA missiles. Looking at pictures it pretty clear Commanders have Rocket/missile pods. And it would make sense that the Commander has a weapon for every encounter. Standard gun for ground troops, missile pod for AA, and Uber Gun for F-ing things over that try to swarm them. Would also help with Commanders getting bum rushed by a swarm of Aircraft.
I can't really tell if you agree or disagree with idea since you mention a situation when it would be useful.
The standard gun can shoot at air targets, the uber cannon would be good at annihilating all swarm like units. I don't think we need a AA missile pod if the uber cannon can annihilate swarms.
I don't agree. If you have so few defences that you're being swarmed, you've done something horribly wrong. If my opponent didn't have AA, I'd throw everything at them before it occurs to them that AA is useful. Now considering the damage output of a giant swarm of bombers and/or gunships, you'd be lucky to get a shot off to punch a small hole in an air force that's about to be destroyed by your commander exploding anyway.
I don't see why it shouldn't. It actually makes no sense that you can fire at air units with no apparent effect. I also think the commander's projectile speed should be vastly increased to make it more useful against air.
a missile pod on the commander would be a great idea, however, I still think that the uber cannon should be able to hit air. after all it can hit all other layers (except orbital) I feel this is a small part of why air is over powered. think about it. a swarm of tanks incoming and you cant get away. uber cannon! a bunch of ships have you surrounded and you cant get away. uber cannon! a ton of bombers and gunships with fighter support are swarming over you. nicely bunched up for a few uber cannons that could easily reach them, but no. for some reason, the commander cant lift his arm high enough to shoot at the damn things! this feels like an arbitrary restriction because there is no reason why the commander cannot target the arial layer orbital is too far away, and its units are extremely expensive and immobile (plus the orbital laser would become useless) but there is no reason why the commander is locked into the ground and naval layer with his most powerfull weapon. /rant
The biggest issue here is the UI. In TA, you could use the D-gun on aircrafts and i never figured out how. For a solution for this issue, we could set the uber gun damage radius to a cylinder instead of a sphere.
I often wonder how the game would play if their was no distinction between air and ground for attacks. (aka everything could shoot at everything else). I see no problems with the Uber Cannon being able to fire on Aircraft. It again would help with the commander being swarmed. As to the missile pod, even with the uber canon working on air I still feel giving him some anti air rockets to be worthwhile. As far as the commander being able to build anything, I can see them not being able to. They are built for leading and commanding. Not for engineering complex things, that's what T2 Fabers are for.
If people can remember back to alpha when ants were the best AA. Having the strongest unit be able to one shot bombers was not fun. The commander is fine. He is great at shooting down t1 bombers as is. T2 planes should be able to hit the commander without the risk a being dgunned. Basically you are just looking for a anti gunship weapon. Just build a flak beside your Commander and some walls. Easier said than done, I get gunship swarmed a lot lately in 2v2 matches but it is my own fault.
Never said I was looking for an anti gunship weapon. Just wondering if people are for or against it. You sound against it.
Lore wise I think it makes sense. The commander technically must have the memory of everything he builds right? I.e. he has the template of a factory stored. And everything it can build. And everything those fabbers can build. I think therefore that the reason it doesn't have the ability to spam T2 units immediately after dropping is that it is not efficient. I.e. the commander lands. He builds the factory because that maximises expansion speed. The commander can then build power instead of building fabbers. It maximises deployment speed. The commander therefore does not build t2 because it isn't the most optimal thing to do... and if he did build a t2 factory straight away the t1 commander could raid him and destroy him. I think it is only at this point that it stsrts becoming very gamesy, as you realise the commander could just build T2 defences straight away. I don't think the commanded IS that great against T1 naval because of the range advantage. Err... on topic.... no. I would rather this didn't happen. Air units are fairly fragile against the commander as is.
Yes but it is very clear that that is a game limitation. He builds the stuff that does build T2. He therefore has to be able to build T2. There's many disagreements between real game play and lore in video games. I would not be surprised if the commander in some lore didn't build something he is not able to ingame. What gets me is that dedicated T1 metal extractors are less effective than the commanders own production. That makes no sense. The MEX is moulded directly to the seam, the commander is walking around the map.