Commanders and enhanced groups. Real stuff.

Ideas and suggestions for how to improve the Warzone 2100 base game only. Ideas for mods go in Mapping/Modding instead. Read sticky posts first!
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Terminator
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Commanders and enhanced groups. Real stuff.

Post by Terminator » 09 Oct 2014, 17:34

I belive commander (cmds) not usefull in MP game cause its dificult to control cmds and its assigned units, especially whne cmds "wounded" and retreating to repair . or even killed(in most cases). Units lost from one selected group and lost rank buffs.

My suggestion: make it possible to link a group of units to more than one Commander. So if 1st cmds has been killed group will continue to go with 2nd one. He is like rank "saver" or something. :geek:
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Re: Commanders and enhanced groups. Real stuff.

Post by crab_ » 09 Oct 2014, 18:16

Commanders are not good in MP in cause of many reasons.
- too few units in group (6-10 units is too few even for low-oil)
- bad pathfinding

Btw, i'm not sure, but do we need commanders in MP? Just to get free 4% buff for your units?
So may be role of commandec can be reevaluated for MP?
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Re: Commanders and enhanced groups. Real stuff.

Post by Terminator » 09 Oct 2014, 18:40

May be yea, but not many developers agree to actually do something for them. But for sure I don't want them to be removed from game.

upd: I've suggest this cause IMHO this is the easiest way to a bit impove cmds.
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Re: Commanders and enhanced groups. Real stuff.

Post by Iluvalar » 20 Oct 2014, 22:54

crab_ wrote:Commanders are not good in MP in cause of many reasons.
- too few units in group (6-10 units is too few even for low-oil)
- bad pathfinding

Btw, i'm not sure, but do we need commanders in MP? Just to get free 4% buff for your units?
So may be role of commandec can be reevaluated for MP?
You're wrong. yes the pathfinding is atrocious across the board in 3.1 but another weakness of the commander is their efficiency/hp. In a group, they become too quickly the priority target. Would be worst if you were giving them even more units to control. They need more hp and less cost. just slightly of both and they'll become usable again.

As far as i can remember it's 6% rof, 6% dodginess and 5% speed per level of the commander. It's much more then only 4% and really the best advantage is the ease of commanding you get from using them. If they were slightly buffed and back in the game again, you'd realize how useful they can quickly get.
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Re: Commanders and enhanced groups. Real stuff.

Post by stiv » 21 Oct 2014, 03:10

6% dodginess
I don't think that word means what you think it means.

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Re: Commanders and enhanced groups. Real stuff.

Post by ClockWork » 21 Oct 2014, 07:02

stiv wrote:
6% dodginess
I don't think that word means what you think it means.
I think what our dear friend means to say is that tanks can to barrel rolls %6 of the time. Though, when a commander levels up, then those benefets go across the whole group. so a handful of units could have %20 in speed, evasion, etc.

Still, as it stands they are great in single player, and maybe in skirmish against AI. But not multiplayer against humans.

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Re: Commanders and enhanced groups. Real stuff.

Post by rayfxrazorz » 20 Jan 2015, 00:46

especially whne cmds "wounded" and retreating to repair
Would it be possible to make the Commanders group, break up / split, if & when the cmds is set to return for repair ? Rather than dragging all its linked units back with it !
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