Pxtl wrote:Really, when those first 3 peewees arrive, the comm should be able to at least defend his position. A peewee/ak can enter one side of his attack range and leave through the other before he even has his arm up to fire.
He can. A Comm-Laser kills a PeeWee in three shots. As long as the PeeWee's within his range for 2.4 seconds, it's dead. This means that it can skim the edge of the bubble and only take a single shot. And you vastly exaggerate how slow his arm is. Unless the PeeWee's right at the edge of the range, he can turn from building something and fire at least once, and usually more than that.
Sure, a mob of PeeWees can rush by him, but he was never, should not be, and is not bloody Gandalf the Gray.
Pxtl wrote:Yes, the player should have an LLT by then, but it's not like the "com gets decent laser arm" would horribly overpower him. Maybe give it a hair more range (it is currently shorter than an LLT laser - it probably could be just as long). Nothing earthshattering.
The Comm's laser range is less than an LLT's, but I think his DPS is higher.
This is needless tweaking. The Comm's laser works fine as an anti-rush weapon right now. Combined with his D-Gun or an intelligently-placed LLT, or even a couple PeeWees of your own, you really have nothing to fear. Especially since the Commander can see the PeeWees coming before they can see him (hi,
radar), and you can position him accordingly. His laser's not supposed to stop a rush cold, it's supposed to force it away from an area (it does) and damage units so your other defenders (you have those, right?) can deal with it easily.
Can we please drop this damn topic now?
Now, about the one thing that actually seemed kind-of-relevant, which I think min3mat brought up: Comm XP. NOiZE, in the XTA forum, you said:
NOiZE wrote:As SJ fixed so units no longer get experience for the "overkill" damage they do
When was this? Could this have been why the AA Comm was gaining XP at such a ludicrous rate?