Commanders and Decoy Commanders

Commanders and Decoy Commanders

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babbles
Posts: 564
Joined: 22 Jul 2008, 02:30

Commanders and Decoy Commanders

Post by babbles »

There are already differences between arm/core commanders, like speed/range etc, but I didn't know that Core Comms have bigger decloak radius that Arm ones, I know Core ones are bigger but should they have the same radius? What you guys think?

Now, decoys I have some problems with. It's quite easy to spot one, for 2 reasons. Firstly, decoys have smaller decloak radius and no radar, so simply hovering over an enemy one will show this thus identifying it as a decoy. Maybe gives decoys say decloak radius as real Commanders and maybe give them a radar? I mean, they are T2 so it's not like you won't have a T2 radar anyway.

Also, the D Gun, I'm glad Nor added the "DGun" button but the animation is still very different and kinda negates the whole point of decoy having a DGun imo.

Image

From that pic you can see how different they are, the decoy has a tiny flair that goes off. I think they should have the same animation, then atleast you can make people think they're a real comm by deliberatly mis d gunning. What'd you guys think?
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lurker
Posts: 3842
Joined: 08 Jan 2007, 06:13

Re: Commanders and Decoy Commanders

Post by lurker »

You can see the real ranges with shift on an enemy unit? And you didn't file a bug report yet?
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Jools
XTA Developer
Posts: 2816
Joined: 23 Feb 2009, 16:29

Re: Commanders and Decoy Commanders

Post by Jools »

I think it has always been easy to spot a decoy: in the first version when decoys were added, the name showed "Decoy Commander". I think this was fixed in patch 3.1. But the decoy still didnt have a d-gun then and couldn't cloak I think.

I think it adding a similar d-gun animation (but with less power) as the real one would be a good move. But the decoy can't become too strong either, long LOS and radar make the unit quite functional, whereas its main purpose should be to be a dummy, right?

Btw: a smaller decloak radius is better right. It means you have to come closer to decloak the unit. With this, it makes the core commander more clumsy than the arm, which kind of makes sense.

Apart from this, I noticed that morphing is more expensive for the core, with 680 metal and 1600 e vs 620 m and 1200 e (or so).
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lurker
Posts: 3842
Joined: 08 Jan 2007, 06:13

Re: Commanders and Decoy Commanders

Post by lurker »

But you shouldn't be able to see any of the actual unit stats of an enemy decoy. If the movement and animation match, just about anything that lets you tell the difference short of getting hit by a fake dgun is a bug.
babbles
Posts: 564
Joined: 22 Jul 2008, 02:30

Re: Commanders and Decoy Commanders

Post by babbles »

Jools wrote:Apart from this, I noticed that morphing is more expensive for the core, with 680 metal and 1600 e vs 620 m and 1200 e (or so).
nor told me about this, something about core pay more for but get more, dunno but it's intentional.

And yeah, being able to hover or an enemy decoy reveals its a decoy which stops it really being a dummy, and I don't think people would build decoys just for the radar if it had one...
trepan
Former Engine Dev
Posts: 1200
Joined: 17 Nov 2005, 00:52

Re: Commanders and Decoy Commanders

Post by trepan »

decoyFor unitDef tag
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very_bad_soldier
Posts: 1397
Joined: 20 Feb 2007, 01:10

Re: Commanders and Decoy Commanders

Post by very_bad_soldier »

XTA com can sing??
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Jools
XTA Developer
Posts: 2816
Joined: 23 Feb 2009, 16:29

Re: Commanders and Decoy Commanders

Post by Jools »

How about making core commander sing with a lower pitch? :)
babbles
Posts: 564
Joined: 22 Jul 2008, 02:30

Re: Commanders and Decoy Commanders

Post by babbles »

very_bad_soldier wrote:XTA com can sing??
you haven't lived my friend
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CarRepairer
Cursed Zero-K Developer
Posts: 3359
Joined: 07 Nov 2007, 21:48

Re: Commanders and Decoy Commanders

Post by CarRepairer »

babbles wrote:
very_bad_soldier wrote:XTA com can sing??
you haven't lived my friend
How about a comm that babbles incoherently.
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