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Posted: 27 Jul 2007, 00:01
by det
MR.D wrote:Or we could remove the metal corpse from the commander, and stop the combomb -> feed off of 5k metal -> then rush units strat.
Comm Ends/Lineage ftw.

Posted: 27 Jul 2007, 08:21
by KDR_11k
MR.D wrote:Or we could remove the metal corpse from the commander, and stop the combomb -> feed off of 5k metal -> then rush units strat.
Won't stop combombing the enemy, it'll just give him no extra metal if he closes the breach again.

Posted: 27 Jul 2007, 14:23
by Pendrokar
Hmm core and arm radar vehicle corpses contain more metal then they cost http://modinfo.unknown-files.net/modit/ ... s&MOD=ba55

Posted: 27 Jul 2007, 18:17
by NOiZE
Pendrokar wrote:Hmm core and arm radar vehicle corpses contain more metal then they cost http://modinfo.unknown-files.net/modit/ ... s&MOD=ba55
thanks for reporting

Posted: 27 Jul 2007, 19:41
by MR.D
Mav's still do not leave a corpse..

Posted: 27 Jul 2007, 19:51
by Neddie
MR.D wrote:Mav's still do not leave a corpse..
That always got me, but I thought it was an arcane design decision left over from AA nobody-knows-version.

Posted: 27 Jul 2007, 20:11
by NOiZE
MR.D wrote:Mav's still do not leave a corpse..
Thanks for reporting

Posted: 27 Jul 2007, 22:47
by Spiking
Give the commander a special armor type, or whatever, such that one commander exploding does not instantly cause another commander to explode. This makes walking your com into an enemy com a terrible choice unless you can follow it up with a full scale assult- and even if you can the enemy commander has plenty of time to reclaim at least half of your corpse metal. In fact combombing in general would become much less appealing, since the 2500 metal could easily allow someone to rebuild an early base.

Posted: 27 Jul 2007, 22:50
by Neddie
No solution is needed where there is no problem. Did papag forgive you for that hard bomb last night?

Posted: 28 Jul 2007, 00:15
by Noruas
Why do banshees suck ballz against commanders. I can't seem to be able to pull a surprise your dead attack with them.

Posted: 28 Jul 2007, 00:59
by Foxomaniac
Spiking wrote:Give the commander a special armor type, or whatever, such that one commander exploding does not instantly cause another commander to explode. This makes walking your com into an enemy com a terrible choice unless you can follow it up with a full scale assult- and even if you can the enemy commander has plenty of time to reclaim at least half of your corpse metal. In fact combombing in general would become much less appealing, since the 2500 metal could easily allow someone to rebuild an early base.
lol wut.

That'd turn into :

COMMANDER FIGHTER : INSTA-GIB EDITION!

Posted: 28 Jul 2007, 02:03
by MR.D
It just means the first guy to Dgun the other wins, and walks away with his commander.

Anti-commander blast shield = FTL :(

Posted: 28 Jul 2007, 05:26
by det
MR.D wrote:It just means the first guy to Dgun the other wins, and walks away with his commander.

Anti-commander blast shield = FTL :(
Just give the commander an E-Gun (EMP gun) instead of D-Gun. EMP is useless against coms. It would also make capturing more useful :-)

Posted: 28 Jul 2007, 10:34
by 1v0ry_k1ng
Noruas wrote:Why do banshees suck ballz against commanders. I can't seem to be able to pull a surprise your dead attack with them.
damage groups mean gunships suck vs coms?

Posted: 28 Jul 2007, 10:52
by Ishach
I think the main thing is the com can shoot banshees down pretty easy

Posted: 28 Jul 2007, 13:42
by MR.D
BTW, since we're bringing out Bugs.

The Pelican, while still being a pretty shitty unit, has the movement class of a vehicle.

For being an Amphibious unit, and a Kbot, its slope tolerance doesn't allow it go get to as many places as regular Kbots, which seems odd.

Also, the Pelican can be killed easily by even zippers, any hope of seeing this unit buffed a little?

Posted: 28 Jul 2007, 16:26
by Saktoth
Its really the special damages: 9 reg damage, 2 damage to coms.

While it might be excessive, this is pretty important otherwise it becomes trivially simple to pop a com mid game (In the same way it becomes simple once you get brawlers, who do half damage to coms, yet still make brilliant com assassins).

You can still use bombers, which he can dodge (which gives him at least some counter to a surprise attack, if he is paying attention).

...or you could just go the lame route and atlas him.

Posted: 28 Jul 2007, 20:14
by Sleksa
Dragon45 wrote:

normally when someone like me or sleska says 'learn to handle it' its because its some noob says 'omg wtf wezels r eating my base'.
YES!
MR.D wrote: Something that should be thought out thoroughly is this.

Would it be a worthwhile change, to make a COM ends Mod, where the commander has higher HP (say double)?
8K HP COMMANDERS ON COOPER MAKE ME CRY
MR.D wrote: As is, commanders die ridiculously fast to even the lightest of units.

I can provide at least 20 demo's of a commander dying in less than 5 seconds by a very small # of units, and typically those units being the cheapest cost units in the game.

For Com continues games, there is no big problem, if you want ur commander on the frontlines, be willing to hand over that 2500 metal to your enemy, so it keeps things in check.
LEARN TO HANDLE IT,

IF YOUR COMMANDER IS ALONE OUT IN THE MIDDLE OF COMET AND GETS SURROUNDED BY 12 FLASH IM SURE ITS THE MODS FAULT NOT YOURS SINCE YOUR SO GOSU

det wrote:
MR.D wrote:Or we could remove the metal corpse from the commander, and stop the combomb -> feed off of 5k metal -> then rush units strat.
Comm Ends/Lineage ftw.
Det wins <3

MR.D wrote:BTW, since we're bringing out Bugs.

The Pelican, while still being a pretty shitty unit, has the movement class of a vehicle.

For being an Amphibious unit, and a Kbot, its slope tolerance doesn't allow it go get to as many places as regular Kbots, which seems odd.

Thanks for reporting

Posted: 29 Jul 2007, 15:21
by 1v0ry_k1ng
if you wanted to stop the combomb thing without making it instagib, there is a tag which makes explosions do more damage closer to the source. it wouldnt be hard to make the explosion do more the 3000 damage within dgun range and less than 3000 outside dgun range so that if you are running your boy away and they self-d/splode you will probably survive

Posted: 29 Jul 2007, 17:47
by KDR_11k
There's also the option of special damage so comboom kills only coms.