Commander overhaul, mark one.
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Tenoh
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Re: Commander overhaul, mark one.
Even I agree thats its a good start.
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Zarax
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Re: Commander overhaul, mark one.
Another small thing you might want to do is to extend the range that attacking units can move beyond the commander.
It doesn't need to be much, but I think you may have noticed that at maximum range you get flamer units turning back just a few tiles from the enemy, which is annoying and makes them very difficult to use under a commander.
(That and please please fix the bug where units go to "do or die" stance if they get stuck somewhere. I lost a special commander to that in beta 3).
It doesn't need to be much, but I think you may have noticed that at maximum range you get flamer units turning back just a few tiles from the enemy, which is annoying and makes them very difficult to use under a commander.
(That and please please fix the bug where units go to "do or die" stance if they get stuck somewhere. I lost a special commander to that in beta 3).
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ragnar
- Greenhorn
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Re: Commander overhaul, mark one.
It's a start.
In MP, they'll still die quickly because they stick out so much. A few years back in my local group, we added commander turrets to the game that looked like heavy cannon, gauss, scourge and pulse laser turrets (those being the weapons of choice at the time). They still stuck out because we didn't know how to fix the targeting FX to something not quite so obvious, but it helped.
In MP, they'll still die quickly because they stick out so much. A few years back in my local group, we added commander turrets to the game that looked like heavy cannon, gauss, scourge and pulse laser turrets (those being the weapons of choice at the time). They still stuck out because we didn't know how to fix the targeting FX to something not quite so obvious, but it helped.
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psychopompos
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Re: Commander overhaul, mark one.
intelligent fire support would be good.
since in a base assault the fire support is a major advantage, trouble is they seem to call support from every arty emplacment that can hit the painted target.
it would also be useful if they could share line of sight at least with sensor turrets.
since in a base assault the fire support is a major advantage, trouble is they seem to call support from every arty emplacment that can hit the painted target.
it would also be useful if they could share line of sight at least with sensor turrets.
i thought that was already fixed by giving the flamers a lil extra range?Zarax wrote:Another small thing you might want to do is to extend the range that attacking units can move beyond the commander.
It doesn't need to be much, but I think you may have noticed that at maximum range you get flamer units turning back just a few tiles from the enemy, which is annoying and makes them very difficult to use under a commander.
sounds interesting to say the leastragnar wrote:A few years back in my local group, we added commander turrets to the game that looked like heavy cannon, gauss, scourge and pulse laser turrets .
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Vibonacci
- Greenhorn
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Re: Commander overhaul, mark one.
Please just DO NOT SUGGEST to remove the pew pew pew animation of the commanderragnar wrote:It's a start.
In MP, they'll still die quickly because they stick out so much. A few years back in my local group, we added commander turrets to the game that looked like heavy cannon, gauss, scourge and pulse laser turrets (those being the weapons of choice at the time). They still stuck out because we didn't know how to fix the targeting FX to something not quite so obvious, but it helped.
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KenAlcock
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Re: Commander overhaul, mark one.
Both ideas sound like a very good start. 
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