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Commanders need to be stronger...

Posted: 13 Jul 2006, 20:41
by Buggi
Okay guys, what's up with the pussy-foot commanders? I'm sick and tired of 12 peewees coming into my base and my commander can't even survive THAT.

In OTA, the commander was a very strong unit. With reason. He's THE COMMANDER. 4 gunships should not be able to take out your most valuable unit.

If more people lost when their commander dies then the commander should be a. much stronger and b. more protected.

He should be at about 25% as strong as a krogoth.

Would this prevent the n00b's doing commander rush? no, but it sure would bring back the original purpose of the commander.

Caydr, I'd like to see a mutation with this in AA. Thanks.

/rant

-Buggi

Posted: 13 Jul 2006, 20:54
by NOiZE
I totally disagree with you on this one.

Posted: 13 Jul 2006, 20:59
by AF
+1 to Noize

Posted: 13 Jul 2006, 21:05
by Egarwaen
Isn't the current AA commander significantly stronger relative to the other units than the OTA commander?

Posted: 13 Jul 2006, 21:06
by GrOuNd_ZeRo
Well, a Commander shouldbe this big and slow unit with missile launchers and mini-nukes and a aircraft launching bay in it's shoulders!!111 ;)

Oh wait, that's Sup-Com isn't it? :P I wonder what Com-Rushing would be like in that game...

But I favor Buggi's suggestion, how to stop comm-rushing? make defense structures do more damage VS Commanders silly! :P

Posted: 13 Jul 2006, 21:20
by Alessandro
AFAIK defense structures already do 200% damage to commanders in AA.

A no from me as well, because this isn't SupCom, and incredibly powerful commanders would make all but late-game rushes useless.

Posted: 13 Jul 2006, 21:20
by FoeOfTheBee
If your commander is getting killed by 4 gunships, or 12 peewees it is probably becuase you are skill-challenged, not because he is too weak.

Watch a few replays, or try it agians skilled opponents and see what they do.

Posted: 13 Jul 2006, 21:21
by Foxomaniac
That's how it is in AA GZ, almost all defenses do 2x Dmg to a comm.

A dragon's claw turret can kill a comm in 6 shots (400 dmg per shot).

Quite horrifying :).

Bah, alessandro beat me.

Posted: 13 Jul 2006, 21:24
by Erom
The com in AA is already stronger v. normal units than he was in OTA, isn't he?

I know in OTA 4 gunships could annihilate your com no problem. There was even that one mission in single player with an early gunship rush... I lost that several times before I figured out that you had to spam AA right off.

Posted: 13 Jul 2006, 21:26
by Archangel of Death
In SupCom, maps are massive, and coms aren't fast, and they probably don't kill everything when they blow up. So basically by the time your "comm-rush" arrived you'd be dealing with a significantly developed enemy. Who has more guns than you because he has been building them while you were taking a stroll through the park.

And uh... no, I don't think you know what your asking for Buggi. It would just cause more noobs to play game continues, build a lab and comm rush.

Posted: 13 Jul 2006, 21:29
by GrOuNd_ZeRo
Well I rarely play AA since i'm more into XTA, but I was just giving my 2 cents on this ;)

Posted: 13 Jul 2006, 21:31
by Zoombie
Get rid of Com rushing by getting Com Ends. Get Com Ends and get Com assasinations. Expect an assasination actually requires skill and is a valid tactic and force's idiots to not use their com like come kind of Rambo. You know what would happen to Rambo in real life? A rifleman would shoot him in the head about thirty odd feet away. Just my 0.02 monitary units.

Posted: 13 Jul 2006, 22:09
by clericvash
If your thinking like this then there should be no option to continue if your commander dies...since he is the commander, he tells all what to do...

Posted: 13 Jul 2006, 22:11
by Zoombie
Actually...YES! But the point of Spring is to play the way YOU want, not the way I want. So if you want to play with com continue's, go ahead. If you want to ban aircraft, go ahead. Thats what's nice about TA, and by extention, Spring.

Posted: 13 Jul 2006, 22:12
by KDR_11k
That's why "Com ends game" is the default in OTA. The player is supposed to be the commander.

Posted: 13 Jul 2006, 22:32
by chlue
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 :-)

Posted: 13 Jul 2006, 23:23
by Buggi
Obviously I'm outnumbered.

/selfesteem

Posted: 13 Jul 2006, 23:37
by Fanger
Go try EE where the comm has no weapon.. then come back and complain about weak commanders...

Posted: 13 Jul 2006, 23:50
by Pxtl

Posted: 14 Jul 2006, 01:07
by Caydr
Buggi, you of all people... why do such smart people turn so dumb when it comes to following simple instructions.

Please post AA-related material in the AA thread so as to avoid spamming up the Spring forum. I am a guest here and I will behave appropriately - you should do the same.