aa assigned to commanders still (almost) useless.
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psychopompos
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aa assigned to commanders still (almost) useless.
its like the bug i remember the repair turrets had.
when the commander is idle, and no enemy about, passing vtols will get shot.
when commander is idle, but the aa turret sees an enemy, it drives stop-start in circles or at the enemy.
when the CT is targeting something, the aa just sits there & gets shot, though will retreat due to damage.
when the commander is idle, and no enemy about, passing vtols will get shot.
when commander is idle, but the aa turret sees an enemy, it drives stop-start in circles or at the enemy.
when the CT is targeting something, the aa just sits there & gets shot, though will retreat due to damage.
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themousemaster
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Re: aa assigned to commanders still (almost) useless.
psychopompos wrote: its like the bug i remember the repair turrets had.
when the commander is idle, and no enemy about, passing vtols will get shot.
when commander is idle, but the aa turret sees an enemy, it drives stop-start in circles or at the enemy.
when the CT is targeting something, the aa just sits there & gets shot, though will retreat due to damage.
Yes, this needs to be addressed.
That said, I use a small workaround, which you might be able to utilize in the meantime.
A second commander.
My main (I.E. 20-odd units worth of experience) commander I use to hold my battle group, but I follow him around with a commander with 3-6 AA tanks, used to shoot down approaching craft.
If your AA commander gets to the point where its got so much EXP that more AA units make no sense, it also makes a good platform to attach Indirects to, so that you can bombard targets while not distracting your BattleCommander and his targets from doing what they are doing.
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Normandy
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Re: aa assigned to commanders still (almost) useless.
What if it was made so that AA was treated like artillery? Correct me if I'm wrong, but don't artillery target things in the general area that your commander has targeted instead of shooting at exactly what the commander targets?
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Hatsjoe
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Re: aa assigned to commanders still (almost) useless.
Never heard about that. As far as i know art aims at what the command unit aims. They miss quite alot though so maybe that's why some people would think that it's firing in the area around what the commander assigns. But the same goes here: correct me if i'm wrongNormandy wrote: What if it was made so that AA was treated like artillery? Correct me if I'm wrong, but don't artillery target things in the general area that your commander has targeted instead of shooting at exactly what the commander targets?
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psychopompos
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Re: aa assigned to commanders still (almost) useless.
i use all my commanders anywaythemousemaster wrote:
Yes, this needs to be addressed.
That said, I use a small workaround, which you might be able to utilize in the meantime.
A second commander.
My main (I.E. 20-odd units worth of experience) commander I use to hold my battle group, but I follow him around with a commander with 3-6 AA tanks, used to shoot down approaching craft.
If your AA commander gets to the point where its got so much EXP that more AA units make no sense, it also makes a good platform to attach Indirects to, so that you can bombard targets while not distracting your BattleCommander and his targets from doing what they are doing.
#1 heavy combat, usually heavy cannon(with pulse laser later) on the strongest body
#2 anti tank weapons(tank killer)
#3 combat support (cannon & mg) mantis tracks
#4 hover anti structure (bunker buster & mg)(changes when i get vtol)
#5 hover AT support
i never have more then 16 units attached to a commander, and 2 of those are mobile repair. i hate swarm tactics, they are dumb & dont value units.
id say itd be simpler if the commander did no more then act as a way point, not relaying orders to aa, except follow me(and the damage retreat).
the thing about artillery, is they dont assign to the commander properly! they dont come back after going for repair
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kage
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Re: aa assigned to commanders still (almost) useless.
iirc, non-combatants don't count towards the commander unit limit, nor do indirect fire... thus you could have 16 direct-fire units, and an arbitrary number of artillery, repair, sensor, and truck units attached (though i can't think of any point to attaching the latter two).
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psychopompos
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Re: aa assigned to commanders still (almost) useless.
repair turrets count... and you cant attach trucks... unless you can in the trunk, if thats what your using.kage wrote: iirc, non-combatants don't count towards the commander unit limit, nor do indirect fire... thus you could have 16 direct-fire units, and an arbitrary number of artillery, repair, sensor, and truck units attached (though i can't think of any point to attaching the latter two).
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themousemaster
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Re: aa assigned to commanders still (almost) useless.
psychopompos wrote: i use all my commanders anyway
#1 heavy combat, usually heavy cannon(with pulse laser later) on the strongest body
#2 anti tank weapons(tank killer)
#3 combat support (cannon & mg) mantis tracks
#4 hover anti structure (bunker buster & mg)(changes when i get vtol)
#5 hover AT support
i never have more then 16 units attached to a commander, and 2 of those are mobile repair. i hate swarm tactics, they are dumb & dont value units.
id say itd be simpler if the commander did no more then act as a way point, not relaying orders to aa, except follow me(and the damage retreat).
the thing about artillery, is they dont assign to the commander properly! they dont come back after going for repair
There are those who would say 20 Heavy units on a commander isn't a Swarm tactic, but a steamroll. If anything, it sounds like you have far more units in use than I use, so wouldn't yours be called swarming?
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psychopompos
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Re: aa assigned to commanders still (almost) useless.
really? i doubt it unless 10 combat units can be called a swarmthemousemaster wrote:
There are those who would say 20 Heavy units on a commander isn't a Swarm tactic, but a steamroll. If anything, it sounds like you have far more units in use than I use, so wouldn't yours be called swarming?
what do you do then regarding commanders? in relation to unnasigned units.
i probably use them differently then you. and i generally dont have them together except in defence.
cause the large group blocks friendly retreat when they are together.
besides that, i know that my current tactics wouldnt work soo well against a human.
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EvilGuru
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Re: aa assigned to commanders still (almost) useless.
It is a known problem. A similar thing happens if you assign a sensor to a commander (assuming the sensor has units attached).
When I next have some free time I will look into it.
Regards, Freddie.
When I next have some free time I will look into it.
Regards, Freddie.
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themousemaster
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Re: aa assigned to commanders still (almost) useless.
psychopompos wrote: really? i doubt it unless 10 combat units can be called a swarm![]()
what do you do then regarding commanders? in relation to unnasigned units.
i probably use them differently then you. and i generally dont have them together except in defence.
cause the large group blocks friendly retreat when they are together.
besides that, i know that my current tactics wouldnt work soo well against a human.
Let me start by saying i dont play much MP. I have, and I know how to, but my tactic generally revolves around bashing AI's.
That said, my normal strat is to have 1 primary commander. My cannons, Rockets, and MG's / lasers all attach to him (he usually has a 20-unit attachment rate by the end of the campaign). He also comes along with me from alpha to beta, and beta to gamma.
I also have a commander who attaches artillery and, once I reach beta, AA guns. Since artillery doesnt count tot he attachment limit, and AA is usually redundant after the 4th one, this commander's experience level is less important. From alpha to beta, and beta to gamma, I recycle this one to produce a high-tenure unit that I'll attach to the main commander (since I can only transport 40).
The 2ndary commander follows my main one around, and uses it's artillery to flatten whatever needs flattening. As CPU AI isnt too bright, the only thing they will counter with is a direct attack from their units... which I have my main force parked in position to intercept.
Once I've knowcked out key base defenses (or artilleri'ed a large, stuck-together group of units), I'll move my main force it.
As far as priority targets, i have my force concentrate fire on their heaviest unit first. When, while my cannons/rockets are reloading, I change the target to something my mgs/lasers can waste easily. When the reloading is done, I target another heavy unit, then back to 3-4 cyborgs, etc.