Commanders need to be stronger... - Page 2

Commanders need to be stronger...

Discuss game development here, from a distinct game project to an accessible third-party mutator, down to the interaction and design of individual units if you like.

Moderator: Moderators

User avatar
Buggi
Posts: 875
Joined: 29 Apr 2005, 07:46

Post by Buggi »

It was not AA specific.

Quite calling people dumb who are obviously smrter thenn u. :P
Hunter0000
Posts: 197
Joined: 04 Nov 2004, 00:33

Post by Hunter0000 »

Buggi wrote:It was not AA specific.
I seriously doubt this. If it was not AA specific then it was most likey specific to AA/XTA

EE commanders are very durable. CvC commanders have powerful weapons and shielding that have to be used as part of your attack force to maximize its successfulness. Nooberhack commanders have an insanely long Dgun range can sustain light nuclear bombing (thought this will kill one if not dealt with.. but uhhh.. its nuclear bombing). WD commands are very powerful with an accurate, long range cannon as well as an AA missile.

None of the above can be killed by a handful of AK's in their mod's equivilent. Hell, if an AA com gets killed by 12 Pewees then the player is either E stalling or too stupid to Dgun.

If you think the AA and or XTA commands are too weak then please post it in the relevent threads.
User avatar
Snipawolf
Posts: 4357
Joined: 12 Dec 2005, 01:49

Post by Snipawolf »

chlue wrote:Hm does the engine allow, that the commander get experience for all damage the troops do under his command? Something like the way heroes in wc3 work. In addition a commander could maybee get a better weapon once he got enough experience.

I think the 3000 life (at least in aa, dont know the value in xta) are fine for a comander in the early game, but later this is close to nothing. I bet it would be funny to have a commander with 6k life and maybee an viper-rocket-launcher once he get enough experience.

Just one of my crazy ideas :-)
If possible this will be in my mod, IT WILL DAMNIT!

I mean c'mon, I always wanted units that earned strength, a tier 1 unit at level 10 could slaughter a level 2 unit cuz he is a badass veteran :P

And has weapons that fire faster/more weapons/more health/ other things like so....

Anyhow, I am commander, and losing myself would make my people moralless, so I say :roll: to more hp
Theotherguy
Posts: 79
Joined: 11 Jul 2005, 02:01

Post by Theotherguy »

Well I would assume com rushing is not a problem in supcom because the maps are so freaking huge. By the time you got a commander to your enemies base he would have already expanded a force of several bases, making your measily nuke-shooting commander seem like nothing. This is why they can make the comm an ultra badass unit.
User avatar
Min3mat
Posts: 3455
Joined: 17 Nov 2004, 20:19

Post by Min3mat »

.__.
j5mello
Posts: 1189
Joined: 26 Aug 2005, 05:40

Post by j5mello »

this not supcom forget about how it does things. I think its fine the way it is i only play AA off and on and during those games my com doesn't seem easy to kill at all.
User avatar
MR.D
Posts: 1527
Joined: 06 Aug 2005, 13:15

Post by MR.D »

I find it confusing when a commander can walk up to a HLT and dgun it, walk away with half health and laugh at his enemy...

Commanders should never be front line units, but ppl do it anyway so they can LLT spam their way to victory.

The only 1 thing I would like to see changed, is the commander's vulnerability to Nukes..

Currently 1 nuke obliterates a Commander that has been used as a construction assist (with default HP and experience).
User avatar
Noruas
XTA Developer
Posts: 1269
Joined: 24 Feb 2005, 02:58

well u could do this

Post by Noruas »

I think commanders are PERFECtLY FINE, but if you think in a late game commanders are weak and all about suckage, think about cloaking with the dgun, and pop that krogoth in the face. Well really, make lvl 2 units do half damage against commander, and lvl 3 do 75% less dmg against commander, and u have a overall rounded commander.
User avatar
Soulless1
Posts: 444
Joined: 07 Mar 2006, 03:29

Post by Soulless1 »

chlue wrote:Hm does the engine allow, that the commander get experience for all damage the troops do under his command?
I actually think this is a very cool idea; Give the commander a VERY high cost rating, but let him gain XP from the success of his army :-)

It'd make late-game comm-ends games actually somewhat interesting if the target was somewhat easier to kill (I know, cloaking etc etc, but still), and if you limited it to XP gained by units (ie not defenses), it would also be an incentive not to porc ;)

Obviously this would require a bit of dev time to implement, but I reckon it could spice things up quite nicely...and of course, it'd be optional so not all mods would have to use it.
User avatar
emmanuel
Posts: 952
Joined: 28 May 2005, 22:43

Post by emmanuel »

hey buggi =
try my mod
where the commander is not very strong
but have the powerfull weapon =the mortar nuclear
fast attack vehicles can win if 5 ....
but ....all my units are scripts stolen of all founded commanders in download of units =
AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAhahhahahahah....................
(try it = builders_wars on fileuniverse)
User avatar
KDR_11k
Game Developer
Posts: 8293
Joined: 25 Jun 2006, 08:44

Post by KDR_11k »

I think allowing a unit to gain experience from the damage some other units do would be a good feature in general, I'd add an option to have all units of a type mirroring the experience of a specific unit.
User avatar
1v0ry_k1ng
Posts: 4656
Joined: 10 Mar 2006, 10:24

Post by 1v0ry_k1ng »

I always thought the Commander, being the leader, should always be fighting at the front with the boys.. when early game kbot push gains territory, the comm should be right behind whacking up lines of llts, and when the offensive is pushed back the kbots retreat behind the comm who d-guns then or uses his llts.. the comm should, at least early game, be relcaiming and building at the frontline (he is afterall a superfast builder with a tonne of health). keeping him at base helping a lab all game is a boring use of TA's coolest unit. I Like to to play with comm continues, and with people who understand beforehand commbombing in the first few minutes is no dice, as later game losing to comb or bombing him is fine.. a comm is worth far more than anything you can bomb with him (except another comm), so wasting your comm is your choice and balanced.. it just means that the other player will have a superhard builder cranking out defences and d-gunning your attacks from inside a field of units.. mind most my experience is XTA based.

Is this not sanity??
User avatar
Buggi
Posts: 875
Joined: 29 Apr 2005, 07:46

Post by Buggi »

if not stronger, then at least give him some weapon to fire underwater. He was just staring politely at a couple whimpy boats shooting at him... It wasn't cool. :(
User avatar
NOiZE
Balanced Annihilation Developer
Posts: 3984
Joined: 28 Apr 2005, 19:29

Post by NOiZE »

Get your skills up IMO
User avatar
Molloy
Posts: 225
Joined: 05 Jan 2005, 22:05

Post by Molloy »

The problem is AA commanders are balanced around Commander Dies, Game Continues rules.

If everybody played Commander Ends (as is pretty much standard in TA multiplayer) you could afford to have a much more powerful commander.

At the moment small maps are a bit hit and miss. A few rockos/storms can waste your commander in seconds if you're not very careful.
mongus
Posts: 1463
Joined: 15 Apr 2005, 18:52

Post by mongus »

when underwater, reclaim.

no other unit can get you rid of a goliath or krogoth(or several) in one shot, not to mention cloak. ( im must damn those commanders who didnt die bc of cloaking here, be damned!).

As it is, commander is not a bully unit, but can be quite a pain, if managed correclty, like some knox like to do.

the 3k hp quite balances the equation imo.

Let alone those more hp, longer dgun.

oh.. btw you can get like.. 7k? metal upon reclaiming him :D (blame noize).
User avatar
NOiZE
Balanced Annihilation Developer
Posts: 3984
Joined: 28 Apr 2005, 19:29

Post by NOiZE »

Molloy wrote:The problem is AA commanders are balanced around Commander Dies, Game Continues rules.
I disagree.


Cloak him later game.. that will keep him safe!
User avatar
Molloy
Posts: 225
Joined: 05 Jan 2005, 22:05

Post by Molloy »

I agree with you. What my point was is that people are playing Continues, so it doesn't matter if he dies in late game. You don't need to hang onto him.

The reason he has pretty low HP, and his explosion radius is pretty low, is because people play continues. It's balanced so that a Commander Bomb after 8 minutes on a small map isn't going to absolutely cripple you.

If we balanced the Commander around Comm Dies; Game over rules then we could have one that could d-gun anywhere and had more armour. He'd survive pretty easily for the first 15 mins, after that the cost of cloaking him isn't an issue.
User avatar
emmanuel
Posts: 952
Joined: 28 May 2005, 22:43

Post by emmanuel »

the problem for a commander is vtol
esteroth12
Posts: 501
Joined: 18 May 2006, 21:19

Post by esteroth12 »

why are the planes called VTOLs anyway? whats the difference between a plane and VTOL?

but yeah, gunships can ruin your day... in XTA 1 fighter (t1) killed my comm... it was sad... (the comm didnt shoot at all! i was forced to go 1st person and hope the DGun hit...)

it was afterward that i remembered comms can cloak... :lol:
Post Reply

Return to “Game Development”