Commander morph features

Commander morph features

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babbles
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Commander morph features

Post by babbles » 06 Dec 2011, 00:44

Remove missiles/plasma shot please. I said this when Noruas brought it in, it serves little purpose. I recently saw Deadnight tell Shift he "didn't know how to use it".

But let's be honest, if your Commander shoots a fusion in your base because of rockets you have no control over, which shoot while you D-Gun, it's not the user that's in the wrong. And if they are, then the reward for being good at D-gunning is...you can no longer use it without threat of blowing yourself up.

And I don't really know the other Comm stuff beyond that, but sniper thing seems stupid. If I want that, I make a sniper.

Paralyser, fine.
Self repair, fine.
Double laser, fine.
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knorke
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Re: Commander morph features

Post by knorke » 06 Dec 2011, 15:47

rockets you have no control over, which shoot while you D-Gun
iirc they even shoot without d-gun unless com is on "hold fire"
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babbles
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Re: Commander morph features

Post by babbles » 06 Dec 2011, 17:07

Yes, they do.
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Jools
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Re: Commander morph features

Post by Jools » 06 Dec 2011, 20:01

Are you talking about the Satelight [sic] commander weapon? The raven missiles for arm and mobile artillery glowing catapult shot for core?

Those are level 4 commander weapons, and it's not often someone morphs that high anyway.
Last edited by Jools on 07 Dec 2011, 15:44, edited 1 time in total.
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smoth
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Re: Commander morph features

Post by smoth » 06 Dec 2011, 20:05

babbles wrote:I recently saw Deadnight tell Shift he "didn't know how to use it".
Why is this even in the discussion?
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AF
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Re: Commander morph features

Post by AF » 06 Dec 2011, 20:21

smoth wrote:
babbles wrote:I recently saw Deadnight tell Shift he "didn't know how to use it".
Why is this even in the discussion?

Because if one person has no idea how to use it then that's a statistically significant portion of the XTA playerbase, and as such, a damning statement
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babbles
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Re: Commander morph features

Post by babbles » 06 Dec 2011, 21:15

Because that's the developer's view point and the only comment I've seen them make about it. Someone complained about it, and got that response from the developer, if the developer's comments about it aren't important in a discussion, then well, I don't know what is.

And with the default comm option, jools, people get these "perks" without even realising.
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smoth
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Re: Commander morph features

Post by smoth » 06 Dec 2011, 21:48

Random quotes taken out of context in what can be seen as an attempt to place a bad light on the developer are never helpful. It only serves to distant that developer from you. Which is the VOLUNTEER you are making demands of.

IT would have been more fair to actually detail the scenario but at that point you would just be stirring up drama over one encounter. I would advise to avoid quoting someone like that when it is a matter of argument.
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smoth
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Re: Commander morph features

Post by smoth » 06 Dec 2011, 21:49

babbles wrote:And with the default comm option, jools, people get these "perks" without even realizing.
can it be turned off?
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babbles
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Re: Commander morph features

Post by babbles » 06 Dec 2011, 21:57

I'm not trying to create drama, in fact I made reference that DNW didn't actually implement the rockets.

And yes, it can be turned off, but that's not the point as the default option, which most will play, is the way I described it.

And if you want the full context:

We were playing a 3v3, Shift kept D-gunning units attacking his base, so much that his commander got to the rocket stage. When he next fired a D-gun at a unit attacking his base, his commander also fired rockets behind him and blew up his fusion within his own base. DNW I believe was watching this and when shift complained about it, DNW gave the response that Shift didn't know how to use it. Now, me typing all of this seems like I'm making a bigger deal out of it and creating more drama.
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smoth
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Re: Commander morph features

Post by smoth » 06 Dec 2011, 23:05

so maybe that option should be off by default and another option should be on instead as the default?
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babbles
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Re: Commander morph features

Post by babbles » 06 Dec 2011, 23:38

But why have the feature in the first place?
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smoth
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Re: Commander morph features

Post by smoth » 06 Dec 2011, 23:43

for people who "know how to use it" everyone else can use a different morph.
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knorke
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Re: Commander morph features

Post by knorke » 06 Dec 2011, 23:52

smoth wrote:for people who "know how to use it" everyone else can use a different morph.
+1
i dont know how to use the rockets either, so i just upgrade shields instead.
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Jools
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Re: Commander morph features

Post by Jools » 07 Dec 2011, 00:46

I still don't know if we're discussing the satellite commanders. But to answer the question of why have it?

Because a level 4 morph costs 8000 metal or so. It should give some benefits. Raven rockets are good if you know how to use them. (there, I said it too.)
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babbles
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Re: Commander morph features

Post by babbles » 07 Dec 2011, 01:09

Let's make sniper also fire backwards at same time, regardless if friendly target is there.

It shoots your own stuff? You don't know how to use it.
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Deadnight Warrior
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Re: Commander morph features

Post by Deadnight Warrior » 07 Dec 2011, 01:28

babbles wrote:DNW I believe was watching this and when shift complained about it, DNW gave the response that Shift didn't know how to use it.
Every time he encounters something he doesn't like in XTA he blames me: "...cause you're the dev, you can fix it". So this time I was just trolling him back.
I increased the accuracy and lowered the damage of those satellite weapons, and now they seem to hit enemys instead of friendlies (more often than not).

Even though I explained this over and over again, here's a brief overview of autoupgradable commanders abilities:
  • 0.15 XP: 15% extra armour, secondary laser
  • 0.3 XP Paralyzer beam (ARM) / Ion beam (CORE)
  • 0.6 XP Satellite strike
  • 1.2 XP Sniper gun (ARM only)
  • 1.4 XP Sumo laser (CORE only)
Commanders gradualy increase their radar, sonar, LoS range and movement speed and cap at 1.5 XP (4x radar, 2x sonar, 1.5x LoS, 1.5x speed).
Laser range also increases gradualy till 2.25XP and 2.5x range (ARM, starts from 200) / 2XP and 2x range (CORE, starts from 260)
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Jools
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Re: Commander morph features

Post by Jools » 07 Dec 2011, 21:06

Cool, I didn't really know about all those features. Then the auto-upgrading option is quite nice too, provided that the idle effect is removed.

However, the discrete upgrading is still better from a strategical point of view, it gives you one more start option: spend metal and get a bit more storage capacity, as well as a longer d-gun. It can be a good start option in those cases when you are doing a quick air start and need to reclaim the lab early. Most people won't bother with making metal and energy storages.
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manolo_
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Re: Commander morph features

Post by manolo_ » 07 Dec 2011, 21:09

looks interesting, maybe i should start playing again
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Jools
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Re: Commander morph features

Post by Jools » 07 Dec 2011, 21:14

What's stopping you?
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