Commanders: who actually uses them??

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themousemaster
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Re: Commanders: who actually uses them??

Post by themousemaster »

Zarel wrote:As ClockWork said. Nothing but HP.
Is it a replacement weapon (I.E. you have to "build" a new unit with a Command turret on it), or is it an upgrade (after research all commanders get the HP bonus)?
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ClockWork
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Re: Commanders: who actually uses them??

Post by ClockWork »

Hmm, now that you mention it, I’ve never given that that much thought. Much like how the assault gun replaces the HMG, you might have to recycle an old commander, and bring it out with a new turret.

On the other hand, it could just be an upgrade, like how chain-gun reloading increases ROF for all MG automatically for all your turrets that are out on the field…

I’m going to have to go with the latter.

A mark IV turret alone would be
1600x %300 (half tracks)=4800 body points alone, without a body. That can take lots of damage. Now, just imagine if we can take dense composite alloy research bonuses, and apply them to turrets. Although I doubt that turrets take bonuses from ’body upgrades,’ the commander turret would be (if it could,) like a cockroack; hard to kill.
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Zarel
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Re: Commanders: who actually uses them??

Post by Zarel »

themousemaster wrote:Is it a replacement weapon (I.E. you have to "build" a new unit with a Command turret on it), or is it an upgrade (after research all commanders get the HP bonus)?
Replacement.

Hint: Weapon upgrades can't affect HP.
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Terminator
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Re: Commanders: who actually uses them??

Post by Terminator »

What about Assigned units ? If to give them an extra armor or HP ? To make them specials than others. Or may be to make its both, but give a players to choose in what way they want to develope assigned units.
It would make commanedrs like heroes in warcraft3 ...something like aura that apply to assigned units only. :ninja:

So for ppls would be another reason to get commanedrs first.(Not only for "group control")

Is this possible with current engine ?
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themac
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Re: Commanders: who actually uses them??

Post by themac »

I never use commanders because they are dead too quick for me.
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Re: Commanders: who actually uses them??

Post by Ilr »

I'm currently replaying the Campaign for the first time since 1999 and I have to agree, I'm finding the Commander unit to be a nightmare to properly coordinate with because so many of the Map Scenarios presented in the campaign are highly scripted with pre-placed structures that just make standard assault a real pain. In order to use a commander properly I have to set all units to -Retreat-at-Medium- which also means I have to bring along atleast 2 Trucks on every Transport Scrum and rebuild Repair Centers every 1/2 kilometer OTHERWISE its units outrun supply lines or wander back into enemy territory half-dead. It's hella frustrating and I'd love to change it.

I actually had a ton of success as an AI reprogrammer on a Scenario I made back around 2000 (on a map probably no one ever heard of.. "HighGround") where I was able to make the CPU continuously pump out Super Cyborgs and then send them to very specific "area of interest" on the map ....so if I could figure out how to get back to that with this new version of the game, I could probably figure out a way to make "repair Droids" link to a commander without taking up a command slot, AND make them lag a couple hundred feet behind the commander by making the commander drop a rear-support beacon every 15 seconds or so to where all combat units under its control would drop back to as well as long the binary condition Has_Repair_Droids was met... Or not... I'm so out of practice I could just be talkin out my keyster at this point.
Joe
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Re: Commanders: who actually uses them??

Post by Joe »

Experienced commanders are a very powerful multiplier at the battlefield. But unexperienced ones are more or less a handicap. Experience doesn't just add some benefits, but renders a commander from a handicaped one to one of the most deadly units. However, training takes a lot of time. Thus a trained commander is virtually irreplaceable. You can't simply rebuild him at factoy. It is more like you can rebuild a helpless larva you have to raise to a powerful mantis.

Furthermore, you have to concede that you can't protect a death sentenced unit in no way. If your enemy has decided to destruct a selected unit, he will succeed. He will have to pay a price, and it might be expencive, but you can't stop him.

If you manage to train a very experienced commander, your enemy realizes him as a serious threat soon. Even if you have some AA near your commander, you can't do more than kill some of the attacking VTOLs - the destruction of your commander is inevitable. Chances are high that your enemy is even able to use the confusion to cause additional losses.

These game mechanics are the reason why I think you can't afford to focus on commanders in multiplayer.

My suggestion: Even unexperienced commanders should be able to control a lot of units, unaffected by experience. In return, the benefits a commander gives are decreased.

Regards, Joe
TomR
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Re: Commanders: who actually uses them??

Post by TomR »

Personally I like recycling them into other units every so often during the campaign.
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milo christiansen
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Re: Commanders: who actually uses them??

Post by milo christiansen »

I always send 1 with all hit and run attacks and when they get in range I turn fire support on so the arc-angels in my base will fire on its target. DEATH FROM ABOVE!!! :twisted:
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Re: Commanders: who actually uses them??

Post by Timmie »

where you use a commander for that, I just use a wide spectrum sensor for it and lock it in my base.
this way it even stays out of range on the biggest maps.

this way they cant even kill a commander from me.
I destroyed entire bases this way without leaving my own.