#Commander Update
1 messages · Page 3 of 1
I think the core of why people are trying to make the com releveant, is also that in team games they are a bit disposable
Old name for T2 mexes. I've been around for quite a while.
Making the comm more relevant isn’t really one of the goals of this patch I think. More I see a change to some design goals being the priority, namely getting rid of the “special” rule for last comm vs last comm dgun interactions
The special rule is being replaced with a special rule
Adjusting com wreck metal value to balance nukes would be the worst way to go about it. Also this update only delays a nuke with ~30 seconds. At the same time anti-nuke from com blowing defenders is also delayed.
Thats luckily I think resolved well in the patch
The rest of the patch is either in service of that goal to balance it or addressing smaller design goals, like getting rid of many special damage cases
It’s just change the end result of the interaction
I wont see newbs killing each other in seconds anymore
cuz they didnt know that d gunning coms kills both
I would do it on purpose because I felt bullied.
I wouldn't mind the carry meta getting nerfed. Or at least more easier countered.
which is understandable why they would think d gun would kill the enemy com
Comm on the frontline? Dgun time!
At all
Yep thats why I welcome the patch, cuz it was unintuive before and I really cant blame anyone for thinking that d gunning would kill the enemy
I don’t see it as unintuitive at all
I see this as being worse as it removes dgun risk
dgun not killing a comm is extremely unintuitive
There are some special rules for when d gunning a com is a trade in team games, and for when it just kills you in 1v1
it prob is very confusing for a new player to see a com surivive sometimes and sometimes not
When both teams have only one commander is the only time that rule
It does not care about 1v1
I always thought the 1v1 thing was incredibly wrong-headed. It should be a draw.
People make the mistake of thinking it applies only to 1v1
That’s rather easy to do as it’s not well explained ingame
yep, thats why I welcome the patch
This would be bad in a torunament context because getting a draw would be too easy. In SC2 a draw is technically possible but very rare. If all it takes is dgun the other that is not very rare.
Even in chess draws are frequently played for in order to finagle points i a tourney
If comms getting dgunned was so common that we needed to make a super-special rule, then maybe frontline commanders are bad design.
Frontline coms not, d gun tho had some flaws which hopefully are erased now
We could just get rid of commanders altogether but I think that would make the game a lot less fun.
I played NOTA. Guess my opinion on this? 😛
We could also replace dgun with another weapon but I don’t really like that either (as it was in unbacom)
Its natural when you have a new unique mechanic, it always will have some bugs which need to be ironed out
I personally still like the d gun as its a unique high risk high reward mechanic, I would be sad to see it go
I do find removing stuff because it is not explained/poorly explained to be a bad excuse to remove things
Ye, removing should always be last resort with old mechanics
If I had the option to personally choose a NOTA-style command tower over a mobile commander I would choose it every time.
Assuming it was remotely competitive with the mobile commander, of course.
Maybe at some point with a new faction? I think removing coms would leave a sour taste with other older players
Never played NOTA so I have no idea tbh
Commanders are just very public
Not what I said. I'm saying that if I had the choice for my own commander to be a tower, I would do it. The other players can do whatever in the same game.
It'd just have to be competitive, by having coverage over the whole base for both construction and defense.
im not reading all of that
Reading is good for the brain
over 2000 comments in a few days lol
I do understand you tho lol
there's a "base builder" turret in raptors that's like that.. I'm not totally against the idea of getting rid of the commander from a game play perspective but I think it's pretty central to the game's identity so I don't expect it would be a way people want the design to go in general.
I agree. Most people love the commander. I do not.
Ye, a own faction with it could be interesting, adding it to one that exists already seems hard to balance for my perspective
Since most of them seem balanced about the com
and have units for the use of com, llts for example
static command turret would need each own units and buildings to compete with a com faction
game without commander would be popo
But until we get a new faction after legion, it will take ages anyway
phrasing
He meant what he said
the thing is that they're all tied together and any of these changes individually would destablize the careful balance
they only make sense as a package
Can't always change only one thing at a time in interconnected systems.
Alright, it takes 4070 metal to get your first adv mex (t2 fac + t2 con + t2 mex), which gives +6, meaning the first +6 takes 11 minutes to pay off (IE 113 metal/+metal/second, an acceleration vector), each additional, only costing the 620 of the mex, takes 2 minutes (17 metal/sec/+metal) to pay itself off and become profitable.
With a live commander and passive income, he's worth 2 metal/sec
A corpse, worth 1250, is good for 11 metal/sec if popped before a T2 fac, and worth 12 metal/sec after the T2 con is out
Call it 12 m/s either way- a constant value. So if you expect the game to go X minutes, you want to pop and harvest your commander at X/6 mins (ie, a 42 minute game you'd want to pop at 7 mins) IF you are going full eco (no units at all) and you get your energy for free like from overflow or something, and you have infinite build power, which would push to later ideal pop. This also assumes the game ends the instant you get an advantage which, lol (as income after "winning" doesn't count), which means a 40 minute game might only count for 30 minutes in this calculation, meaning an earlier pop
sharing m/s with units dilutes the value of the commander's metal/metal/second/second contribution relative to how your economy is split-- the above assumes 100% eco, 0% units, meaning you would want to detonate later and later as your economy balances more towards units.
Conclusion: if you are T2 rushing as hard as you possibly can, it is still hard to justify popping your commander at all, UNLESS you plan to close out the game in a timing attack, such as a nuke strike: in which case your mental calculation should be (how long will it take me to win with this / 6 mins) IFF you can spend 100% resources without overflowing- remember reclaim time & build power, ect!
This guy maths
that's also assuming 2.0 mexs which is on the higher end, ish. you get more m/m/s/s with bigger metal spots and less with less VERY quickly
Just going to point out that you aren't considering the fact that backlines will almost always reclaim the t2 lab to fund theur mexes and 1st fusion
ah, true I did leave that out
As such, the cost of the first mex just needs an investment
in which case the T2 labs would have their own m/m/s/s value
I've done my math for the day, I'm outta here 😛
edit: okay fine if you pop comm to build T2 then reclaim the lab, it's worth 16.25 m/m/s/s, meaning you'd want your calc to be (time to get to winning position / 8min), which is much better for Mr Pure Eco
It's all not really relevant, calculating the abstract worth of things
You need to try out actual builds
it is, but you also have to count all the variables (as there are multitudes) and they vary per map
but you do need to try builds to make sure you can spend 100% of what you theoretically make
Usually ppl compare timings for getting stuff off 3 mexes on dsd
As its a simple scenario and youll rarely ever have less m than that
yea, good to have a benchmark
And in practice, teching to reach whatever goal you want, self-D or non-self-D tech timings are close to identical w 1250m wreck
If you have more m, then the build without self-D gains in comparison to a build with self-D
The commander also has 25 energy income, at an exchange rate of 58 that's than an addition 0.43 m/s for a total of 2.43 metal per second in total.
T1 e convs are 70:1 convert, meaning 25 energy is 0.36 m/s
that's a pretty inefficient conversion though
i wouldn't do a direct conversion to metal as efficient use of metal means it has a higher value
especially not for small numbers like this
Both converters are abt equally effective when you factor in cost of converter
because in the early game that energy will be used as energy most of the time and not converted to metal
i guess you could convert it to metal later on, but that would mostly be with t2 converters
their effectiveness is different depending on how long they've been up, but after a certain amount of time the t2 converter will have a higher ROI than the t1 converter
On the other hand if you are not planning on converting it, and relying on it to not e-stall, it's worth 1.25*times the amount of a solar which is like ~190 metal. So you can subtract that from the wreck, and consider the wreck only be worth 1060 metal.
Unless it's a high wind map, in which case energy is worth less.
When the resources spent building the t2 converter could have been spent building more E for the converters to use, no. Its not more efficient.
But the cost of a t2 conv is like 500M so at best you get 1 Adv solar or 3ish Solars, but a big E bump isn't there, get a t2 conv and useing the new M income (10/s) to boost eco and unit production (depending on what position your playing) is way more productive then staying t1 conv
t2 converters are also way more space efficient
I don't care about space as most maps are generous with the build area but some maps definitely benifit from a more compact base design
on a lot of maps space tends to get a bit tight for backliners
Ya but by that point it's either nut up or shut up time, if back line is fighting for space then they need to make more units and stop playing simcity
The metal you save can go into fusion.
So is the question weather to go t2 conv before fus and vice versa?
Imo back line should go fus because them stalling isnt the end of the world, front likely should go conv because the increase in M can help beef up front line with more units at a quicker pace.
Maybe this isn't the thread for newbie eco tips tho
gradually increasing passive income, e.g. as every 5 mins of game time the com's income increases by +1m/+10e, rewarding players for still having their commander alive 40 mins into that 8v8 game
that suggestion is pretty good
I said something about decreasing com wreck further and buffing com eco
This who thread is an off topic mess lol just the nature of the game so many different factors and play styles
but doing it gradually is pretty nice
that's just powercreep
The idea was mostly rejected due to scaling issues
Plus anyone who losses they comm will be behind the entire game, and while the Comm changes do support a more aggressive play style with com you shouldn't be punished eco wise for miss handling a combat/BP unit
in a lot of games if your lose your com you are out
so being behind for losing your com is not even a huge punishment
also that change would incentivize people to rez coms instead of just sucking them
but rezzing takes more time and preparation, so you still have to make a choice to take the risk
of either rezzing and getting the com's eco or just sucking it at that moment because you have no time
Giving commanders more eco also encourages going for comm snipes more
One thing I need to better test is the death explosion changes.
I will frequently park my commander in a chokepoint, just to blow up on groups of marauders or tanks. Often, I'll rez the commander just in time to blow up on another attacking blob.
An important thing to note about the commander explosion is that it does 4x more damage to units than it does to commanders
@wanton oak if you had to remove the hidden damage modifier there, would you rather have the vs commander or vs everything else damage become the default?
I'll try w different numbers and without the commander modifier and draw a comparison
Maybe we should drop preconceptions abt what kind of damage the explosion should do. I guess the damage it does to another commander is the most crucial part, for duels in a teamgame
But to other units, who's to say the explosion must do this or that damage? It's not something that should break the game if it doesn't do this or that exactly
Definitely there should be an explosion imo, it looks lame in ZK when the comm just dies unceremoniously
But it doesn't need to be huge in damage. Also makes commander more possible to keep in armies in later game, id it's not a constant threat of blowing up your expensive units if it dies
For the comm vs comm action, we don't yet know where to balance that, exactly how easy or hard anybody wants it to be to take the other comm with you
Personally, I would like itf we could dump the "three mexes per start location" map design.
many maps have more or less
2 mex starts aren't uncommon
and some maps have 4+ mex starts
The metal distribution of Brazillian Battlefield:
Hrm, was a bit surprised about the discussion about the commander. I guess people see a lot of newbies rush com and d-gun each other and don't like that?
I was also surprised you can't do a kidnap enemy commander, you can't even try it, the command just doesn't work.
As an old TA player I feel there were some basics you had to learn as a beginner: avoid being kidnapped was one of them. Once you have it, it's easy actually.
I have played numerous games where both players are moving their commander forward meeting in the middle: I really enjoyed the tension of knowing there is such a powerful unit nearby that could potentially destroy your stuff. What I would see in more seasoned players is that they would try to take out the enemy command any way they can, while keeping their own commander safe. Or when that didn't work they would try to rush with their command, and usually lose. One thing that would happen was setting up a pop up cannon and radar target the commander, who would micro building buildings in front of them like metal storage because it was high and could stop the plasma. Sadly this is not an option in this game.
I really enjoyed all that strategy.
I would say that for a good player getting rushed, bombed (maybe a bit less) and attempted kidnap are not big deals if you know what you are doing.
Just having a control tower would lose a bit of the nostalgia for me.
I do agree that losing the commander a bit later in the game doesn't feel like a big deal, even with the 300 build speed. I mainly park it near a plant or bot while building and don't do much else with it.
Also in late game the commander would give you that brief respite from incoming heavy units, like juggernauths (usually killing the commander, but at least you had some breathing room and could try to get your defenses in order).
With just a control tower you lose this mechanic.
I do feel the command is quite slow and once you are out there hitting units it's quite hard to get away, even with cloak, so usually it's a suicide mission
I’m curious what your issue is with it
Wouldn't giving the commander experience gains but not as insane as inbacom help to scale the commander into being a more reasonable mid to late game unit depending on if you're skilled enough to use it in combat or not?
make the commander like the SupCom commander. Very tanky. I like that really need to overwhelm the commander in SupCom. In BAR, 8 light bots can easily down a commander with "average" micro.
"XvX" maps because of the number of 3-mex start locations where people get mad if you deviate from the norm.
DSDR is the perfect example of a map that breaks this norm
I should have explained my thinking, though. It was in refence to commander metal production. Giving him more personal production would increase map design flexibility a bit. I'm not sure this is a good idea, just thinking out loud.
I have played numerous games where both players are moving their commander forward meeting in the middle: I really enjoyed the tension of knowing there is such a powerful unit nearby that could potentially destroy your stuff. What I would see in more seasoned players is that they would try to take out the enemy command any way they can, while keeping their own commander safe. Or when that didn't work they would try to rush with their command, and usually lose. One thing that would happen was setting up a pop up cannon and radar target the commander, who would micro building buildings in front of them like metal storage because it was high and could stop the plasma. Sadly this is not an option in this game.
This is one of those things it's impossible to agree on because it's a matter of preference. I personally do not like having the commander be a frontliner and wish I had another option.
And this is Raghna's dilemma: how could he even hope to satisfy both you and me?
I don't know. just stating my opinion from the past. You don't need to have your commander as a frontliner, and from what I've seen in games, the commander makes very little impact in the fight itself, usually goes down without doing a lot of damage. I'm just curious what sparked this discussion, if there are really big cons to the current implementation
I think he's just too slow (walking) and doesn't have enough armor to get out of trouble. usually it's bye bye
maybe there could be an option like you have now modifiers for LLT damage and com damage etc, that you can enable before a game
Personally I think Raghna is on the right track for what Raghna wants. But what he wants and what I want aren't necessarily the same thing. And I'm quite firmly in the minority here, so catering to me wouldn't even be a good idea.
Comms exert a tremendous amount of zone control early game when army counts are miniscule
Well placed combombs can also wipe out thousands of metal worth of army or defense and in the most lucrative scenario give 4k metal to the person who initiated the combomb
Early game frontline dynamics revolve around the commander
The changes make it so combombs aren't as destructive
We played a ton of games today with the update on, do you guys want some feedback or the replays?
Yes
I have thought about these changes and observed as much as I could in what little time there was for such drastic alterations. I am aware that some people may have put a lot of effort into this and may take my criticism it as a personal offence. It is not. Questions arise like:
How certain is it that this will be implemented after one week?
How many games have been played with this to set a solid decision making?
Will it be a mod option like unba coms?
Is this official or just a mod?
My conclusions:
Increase in commander health with removal of only certain damage modifiers feels arbitrary. T1 modifiers are removed but t2 and t3 modifiers remain.
Sniping a com with units is more difficult now. Damaging a com and then lasering seems boring. You have to mirror your enemies commander movement to always be near which reduces your strategic options. Staying in base makes only makes sense to stop comdrops. However a beefed up com is way more difficult to stop now without own com.
The comblast reduction dgun immunity means you can never combomb an enemy com. The tiny distance that allow it is negligible. It takes way longer to stop a commander. He doesn’t need to explode, can just dgun an base and might be self destructing in base number 2 by the time your own commander catches up. The change encourages comdrops. The low com metal is just a too little loss to compensate. Again there are fewer strategic options as your commander will be less helpful dealing with clumps of units in particular in later stages of the game. You need to pay less attention to the most important unit in the game.
Dgun immunity is a special case that confuses me as it adds a new damage modifier. Every other unit may be one shot but not the commander.
Regeneration won’t affect the meta as you’ll always have cons, nanos or rezzers prepared to support your Rambo actions.
Reduced metal wreck value means that it’s less of a punishment to comdrop or comwalk. It literally makes the com less valuable.
It rewards the defensive player who stays within his own defences to wait and pounce on an attacking and lower health commander. You are rewarded the metal and your commander lives.
Using units to kill the commander is disincentivised as you may not even make your metal back killing it. This leaves you in a weird spot where commanders face each other in a show off but units avoid the commander.
There have been no major calls to changes concerning the commander after the influx of new players. I am quite sceptical considering the way Unba coms was balanced and how all of this was already discussed a few months ago.
My suggestion would be to at least extend the period of one week.
In response to:
Increase in commander health with removal of only certain damage modifiers feels arbitrary. T1 modifiers are removed but t2 and t3 modifiers remain.
The logic here - t2/3 modifiers are there for an entirely different purpose to t1: t2/3 modifiers are there to make sure nothing one-shots the commander, as per a design decision made back in OTA (Chris Taylor actually mentioned this during the tournament)
Raghna's argument, I believe, is that his other changes remove the original reason for the damage modifiers on t1 (designed to stop combombing) and that therefore it doesn't make sense to keep them. If I misunderstand, please correct me.
that is to say, it's not entirely arbitrary
My point exactly. Damage modifiers are there for a good reason. Cleaning them up sounds good but doesn’t always make sense
I never thought the t1 turret damage vs comm was about combombing
it helps vs that too, but it's not the only reason it makes sense for commanders to be penalised for trying to rampage through defence lines
I think the LLT special damage vs coms was probably the most sensible one out of everything, and if we're getting rid of it then to me it makes sense to get rid of all special com damage
all the short-range t1 turrets should do standardised damage vs commander, now its all over the place
I mean if claws have different modifiers within even their own grouping that could be simplified
if every t1 turret, excluding the plasma cannons, would do 2x damage to comm, thats easy to understand and remember
I said this before but I think that if we did want to keep the concept of special damage then I'd rather it be categorised based on weapon type. e.g. coms weak to lightning
rather than on a unit-by-unit basis
but that is very random gameplay-wise
it's less random than current
That would mean welders and jaguars do extra damage to coms
just an example of what I meant
and would also imply better classification of weapon types
t1 turrets are a group of units that make for good gameplay effect to have extra dmg vs comm
lightning weapon units are not
just an example
what is the point of that example
that units that have special interactions should be visibly different
you could, for example, classify lasers based on their colour, and say something like red lasers = good vs light units, purple lasers = good vs medium units, green lasers = good vs heavy units. and then LLTs shoot red lasers as normal, but then when they're targeting a com the laser changes to green to make the special interaction obvious
Why not instead have the com glow red when hit by t1 turret
yeah that could work too
Sparks flying
but first, we need to decide, do we like the game flow better when t1 turrets are strong vs commanders? or is them being weak vs comm more interesting?
how to communicate the dmg to the player is downstream from that
I've seen/played a dozen or so games (mostly 8v8) with the new com rules and tbh it's hard to say. I think it's hard to get good sample data when most people are still playing as if nothing changed - needs people who really understand the changes to try and abuse them as much as possible
I've seen a few failed com drops
As all of the changes are linked we need to discuss them as such
I saw MomsBoyToy really abusing the removal of llt special dmg - was quite cool, but again not sure if it's good sample data when opponent didn't really know how to play against it at all
i dont have a strong opinion on how strong comdrops are (both before and after the patch really)
its also about what the rest of the team plays to make the most of it too
I'd be curious to try out a change where com hp is reverted back to ~3k but doesn't take flanking bonus damage instead
and how do you plan on communicating that...
the same way flanking bonus is currently communicated
so not at all ?
I do imagine comdrops being stronger when you cant instakill the enemy com
yeah
But true its hard to tell
but outside comdrops, llts or other turrets not being a deterrent to commanders is a big deal overall - both in rushes where you rush the other guys base by walking, and in frontline situations, especially where only 1 side has their comm in a location
Maybe showing sparks and more the more flanking dmg you do could be a solution, the com being immune to flaking dmg I dont like personally tho
I'd be interested to know @wanton oak's motivation for com hp buff in more depth
because afaik the original complaint was that it's too weak to swarms of cheap units
but imo that's more to do with flank damage than total com hp
well thats how damage works in this game
dying to 20 ticks, but not to 3 llts and 2 beamers
it wouldn't be so bad if coms weren't more or less the slowest unit in the game
Definitely need a longer period of data. 2 weeks and then we can use the replays before vs during to assess
Yup, can always set flankingBonusMode = 0 in the commander unitdef (and not override it in the _post files), to turn off flanking bonus damage to commander.
sorry, pressed enter before finishing
Thanks for taking the time to test and try the update and then to come here and write your findings, I really do appreciate it
This is a direction the game design team wants to take to resolve some real concerns w how the commander fits in the game.
Changes to the commander are nothing new and is in fact the single most changed unit for obvious reasons.
It is only linked to unba in the sense that I am involved and that it was used as a way to address some of these issues.
The open test with modoption now is to broaden the amount of games played and players involved, with ultimately the goal to find the best possible solution to implement without modoption.
You do raise some valid concerns, especially with the comdrops, I, and the vast majority of players would absolutely not want comdroping to be made more common because it being easier or w increased risk/reward.
I do hope however that I rightfully assessed that the changes actually make comdrops worse. I'm very open to be proven wrong and I welcome anyone sending me replays. What I've seen so far has only agreed with my previous assessment.
The dgun immunity is indeed a new special case, but it is much much simpler than the previous special case it replaces. Other suggestions that take into account every commander interaction are welcome.
In my experience the regeneration nerf had a larger impact on compushes than the increased HP, especially since extra resources to invest in buildpower to slowly repair your commander seem to be more usefully spent elsewhere in the early game.
Cheap pawns and grunts are lost against the commander exploding, but not many more are needed to take him out and many skirmishing units can now survive the comblast making it often more economical to take an enemy commander down than it was before.
I am quite sceptical considering the way Unba coms was balanced
in what way that is similar to this change?
I do believe there's a few numbers to tweak
I just haven't seen the concerns you've brought up ingame yet.
Again, I'd be happy to see some replays that examplify what you write.
to somewhat decrease the volatility of the commander, split second oversights being less punishing while having to be more tactical about how you use your commander's HP considering its lowered regen
I agree, but not a fan of yet another special rule
It all feels as if the matter has already been decided upon
I would ask for a mod option to retain the current balance
would you say the main concern with coms is/was easily dying to swarms of fast, light units? or just in general
well that and the high burst weapons that get nerfed w special damages
unfortunately to not get 1 shot by anything com needs 12k HP :/
is not getting 1 shot by t2/t3 stuffs an important requirement?
It's not, that's why this discussion is here, and even if implemented it's something to keep an eye on and possibly adjust/change/revert if it doesn't lead to a better game
what has been decided on is to try the changes wholeheartedly to get the necessary info to make an informed decision and then reconvene and make an assessment
if you heard CT in the interview, it is something that's been in the game since the absolute very beginning
I don't agree w the special damages, but I do agree with the overal game design of that idea
(and if you ask me, making commanders stronger over the duration of the game solves that, but I also understand that a lot of players don't like the hero-mechanic in an RTS)
which units would be able to 1-shot coms with the update + all special damage removed?
quite a few
Pulsar?
at 10800 default damage, yup
juggernaut
my follow-up question (of which I don't personally have any strong opinion currently), is we both know tradition alone isn't a good reason to keep something, so what's your justification for saying that coms shouldn't be 1-shotable? with the reduced explosion, it's arguable that it would be less of a big deal than previously right?
advgeo explosions
and there's quite a few that have reduced damage to not 2 shot commander like t2 missile veh etc which imho is.... idk
I would argue that it's fine if t2 statics can one shot com because if your com walks in range of a pulsar that's kind of on you
armsnipe does 1025 instead of 2500 to commanders
So it a squad of 4 instakills a commander, instead of 2
it's not all up to me and if it's considered better to remove those special damages as well, we can certainly try
I guess it increases commander volatility, reduces its importance, etc
imho, com death = autoresign is as good as it gets in terms of role of commander and in that case you really don't want the commander to be 1-shotable I guess
but yeah, that's def not a hill I'm willing to die on
TIL that the cerberus geo does x2 damage to commanders
😮
This is an interesting point. IMO, the commander already acts like a hero unit and that’s why I rather dislike it.
how many shots to kill
And the changes did not change that hero unit status in either direction, really.
900 damage to commander on direct hit for each shell. 2700 assuming perfect 3 burst accuracy
A surprising amount of self-d explosions would 1-shot a commander.
If I had to put a theme on the anti-one-shot special damages, they seem to be set so at least 4 T2 attacks (snipers, ambassador missiles, etc) are needed to kill a commander, and at least 2 T3 attacks (blue lasers of doom) are needed to kill a commander.
You could give the commander a small, expensive bubble shield that blocks anything but recharges very slowly. Would tie survivability to economy? I kind of like the idea of the commander packing all his faction’s fancy tech, just not having the energy to run it without a large base.
If we’re gonna have a commander, then there’s stuff we could do. 🙂
was an idea that came up, is again a new mechanic that is rather not introduced to keep the amount of special mechanics to a minimum
is there write up on what you want commander to be?
There have been suggestions in the past to give the commander some kind of "shield" that activates when first hit at 100% HP and prevents the commander from dropping below 1 HP for X seconds, to give some reason a commander can survive a nuke to the forehead, but as Raghna said, that would be another new mechanic
Yeah, I just meant a shield that cost 2k energy/s and doesn’t recharge fast enough to tank multiple big hits.
Doesn’t change Raghna’s criticism of it though.
With the WIP Legion faction having unique comm mechanics, I'm almost tempted to suggest that Arm and Core comms start to be differentiated slighty as well, but that's probably way beyond scope right now.
The first thing is only tangentially related; but trying to convey to people that x or y setting is on is a nightmare. Sometimes the lobby name bugs out, but often people just don't read that, lobby chat, or the modifiers. I end up in situations where people try to dgun commander, and I just end up walking back because I don't want to take advantage of their ignorance.
@gusty thunder @shy gorge @cunning summit @karmic osprey and @frosty geyser were also in our games and can provide their own feedback if they like.
Personally, I enjoyed the commander updates - I felt much more comfortable skirmishing and pushing against other light troops, like somewhere between a centurion and a razorback. It made llt's feel significantly less impossible to push into in the early game, especially if you're behind or in a lane that has less metal than it's opponent (Like on atg). Giving that metal is still a risk of course, but it feels like a much more reasonable risk to take instead of just suicide or turtle.
I definitely felt the reduction in HP gen, people might say that is a moot point to change but in the very early game and on particularly rough fronts, you probably won't have that build power there to keep him topped off, and that is significant.
dgun immunity feels a little wonky - maybe you could add impulse to the dgun so that even though it 1 hits everything else - it still has a use in com vs com fights.
I didn't see if it does - but since it seems to be deflected off, it could be interesting if it ricochets like plasma does off of shields and can hit other things.
Reduced metal cost made teching less effective but still viable, it just takes longer. A few times I just sacked it for extra t1 units for a less risky t1 push.
I can't comment on the combomb stuff as I don't really do that.
Overall I enjoy the changes.
do not increase impulse
to make impulse work on commanders
means that you will luanch units across the map
Here's a weird idea: If part of the issue is that early comm kills are/were too valuable, what if we made the decoy commander available to build at T1? It's already pretty close to being a meme unit, since you can only really get it at the stage of the game where the comm is less impactful.
Is there anything dgun could launch that it wouldn't just disintegrate?
impulse is applied before damge
and impulse is applied equally
regardless of where on the aoe it is done
I see
also impulse is not a seperately defined stat
it is factored by 3 stats
the damge on the weapon
the boost factor
and the impulse factor
Yeah, but effectively it is a separate stat because it can be tweaked to whatever you want. I understand not wanting the slapstick of launching units into orbit though.
Eh, pretty easy to just special case the impulse on the commander, in the same place that the commander is immune to the Dgun.
btw nothing is immune to impulse even with the current defaults
its just a question of how much mass vs the amount of impulse applied
...Actually, I would be curious to see Dgun apply impulse to commander.
Still leaves the problem that only the commander is good at holding back an early game commander, but if part of blodyblocking stuff is also pushing back the enemy commander with impulse Dgun, it could make defending a front line nest of LLTs a bit easier?
well the issue is midposition
im half tempted to make that the ground and make aimposition offset
this would solve the issues of the BAR not being optimal to play at low angles
Would there be a potential exploit of allied commander pushing a commander up a cliff or something? Like the mine with veh con
MID postion to where impulse is appled is a factor
i wouldnt call taht an exploit
but then again im the biggest abuser of impulse
QTFPS pathfinding becomes a factor
and how strong the impulse is
Obviously it depends on the amount of impulse we are talking snap
right now the veh con trcik works partially because of the footprints not being explicit
QTFPS changes that
its also why bridges and tunnels are possible incoming features
the impulse mechanic is the most abuseable thing in BAR btw
UnitPreDamaged can return impulseMult = 0 for all Dgun damage except on commander. (Once impulseMult is properly multiplicative across gadgets and not an override across gadgets)
you need to be very careful with it
old dgun projectile does its damage each frame
does new dgun do the same thing?
I think so, but the damage is so high, it is only relevant on the largest T3 units (jugg and behemoth, I think)
I do miss the old overwhelmingly loud dgun and also the furrow it dug in the ground.
new dgun deletes projectile as soon as it would deal dmg to commander
late to the party, but what triggered the 2000 metal worth for a com wreck in the first place? Not having this would also remove some of the 'pressure' on it.
(even though I think it's an interesting mechanic)
it was a compensation gift to whoever got combombed
it used to be 10k
I guess I'm just too old fashioned, I just played players with decency and had no real issues with all the com shenanigans
that's a bit extreme
we tested a few settings, including where the commander took a % of damage from dgun
what it resulted in is that the game became more of a shooter than a strategy game
lmao, the fps/third person camera mode finally getting an ingame use
Through the magic of Spring.AddUnitImpulse
and if there's a turret right behind it? does it bounce back?
I'm already imagining the "getoverhere" from mortal combat 😛
you're giving me ideas for minigames 😄
umm
local XPos_dgun, YPos_dgun, ZPos_dgun = Spring.GetProjectilePosition(projectileID)
Spring.DeleteProjectile(projectileID)
local XPos, YPos, ZPos = Spring.GetUnitPosition(unitID)
Spring.SpawnCEG("commander-spawn-explo", XPos, YPos, ZPos,0,0,0,0,0)
x_imp = XPos - XPos_dgun
y_imp = math.max(0,YPos - YPos_dgun)
y_imp = 1
z_imp = ZPos - ZPos_dgun
mag_imp = 10/math.sqrt(x_imp*x_imp+y_imp*y_imp+z_imp*z_imp)
--mag_imp = 1
Spring.Echo(mag_imp,x_imp,y_imp,z_imp)
Spring.AddUnitImpulse(unitID,mag_imp*x_imp,mag_imp*y_imp,mag_imp*z_imp)
com pinball
I worry with impulse we now get to have situations where the Commander is pushed to a non-pathable spot and becomes stuck.
yeet the com off a cliff
The tree is knocked over 😛
must be a skill issue
umm
dont ask why actually i just said itr
thats one of my concerns
the other is that flying ground units will bouce off of other things taht have a hitbox
which is even more fun to factor
that's not how the patch is, that's Itanthias messing around and trying stuff with different settings
So, weirdly, I think units sent flying with impulse will not "stick" on impassible purple terrain. They will continue sliding until they are on passible terrain.
But many cliffs and terrain features have "standable ledges" that units will land on, getting stuck.
Or will stop right at the edge of purple terrain, so you have to scooch yourself out of the spot.
Does create funny scenarios of sliding commanders up hills though
almost correct
they slide a bit
you should try QTFPS pathfinding in your tests
because we will be switching to that at some point and time
Couldnt you theoretically push a com down a cliff where he is stuck until a transport gets him?
Sounds very funny
Arty would have a blast
push com into lava
Welcome to smash coms ultimate
Has the idea of the D gun simply passing thru the commander been floated?
Been trying to read the whole thread but I know I've missed big chunks.
It likely has, but that is not the desired result as raghna wishes a commander can "guard" a tower
i think removing the special lowered damages that high damage units have vs comm wouldnt be a big deal
biggest impact would probably be liche sniping of commanders
but weve already had that in (some versions of) BA, and it while it was possible it wasnt game breaking
you can snipe commanders w swarm of t1 bombers too
the removal of the turret vs comm damages is way more disruptive
Oh man the teching early game must of been crazy
I think the com is a plenty powerful. Mad buildpower, decent early game DPS and can oneshot anything but is a bit of a glass-cannon as the game progresses. Could it be a bit tanker? Sure 700hp sounds fine but being able to take twice the LLT shots... Kinda removes the first mover advantage of getting to the middle of the map and slapping an LLT near their mex. Changing metal value hurts my inner-techer but I think that would also be healthy for the game (maybe 1500 is right). The change I'd like the most is explosion dmg reduction and drop off. The com-bomb is cheesy and lame because it can be oh so swingy, oh so early (it's a one use nuke that can net 4K metal [yes if used well, if used badly its a 2K donation]). I could even see making com's corpses not spawning if they self-d (a way to piss off techer and cheeser a like).
oh and if you d-gun their com, no knockback or anything, the blast just stops and they receive 500 energy. ^^
dgun immune to dgun absorb
we tried it
it was a bit awkward and unintuitive
blocking a dgun means position of your commander is also more meaningful
Casting my vote for the dgun bouncing off because it’ll look cooler.
Bonus points if it can bounce more than once.
bonuser points if it becomes more powerful after bouncing, leading to high-stakes games of comm tennis
Fighting OoT gannon b like
pretty much what I had in mind, ye 😄
Lmao that is drastic, I wasn't thinking that much but I suppose too much less than that and it's like, what's the point?
I do think it looks better than it just bouncing off like nothing happened.
What if instead of pushing him back, it did something more like root the commander in place, knock it over, stun it, or give commanders a recharging shield that blocks dguns like plasma shields do?
Just throwing various ideas out there - I like the direction it is going but I'm not satisfied with the commander being completely unhindered by the dgun.
Difference between root/stun in other games is that root only prevents a unit from moving, it can still fight and use abilities. Stun totally disables all movement.
I guess knocking it could be the same as root or stun depending on the direction it's taken in, but it'd actually have an animation associated with it.
Like this?
I guess in summary the idea's id have to throw down are:
Root/knockdown
Stun/knockdown
Recharging Dgun shield
Impulse
or disarm (As in it disables weapons for a very short time)
Or maybe even a combination of these things.
lmfao
Yeah exactly like that
Or maybe the com just loses energy and powers down for a sec ig
cuz of dgun energy overload
I imagine stuns becoming very annoying tho with people just trying to stun the enemy com forever, but it would need testing ofc
Wasnt there smth similiar to a dgun in supcom? What would happen in that game when hitting an enemy com
Yeah an actual decent knockdown animation might be over doing it compared to some mild impulse and a stun.
There is probably a way to balance it - but it gets more complicated from there. The stun ofc couldn't last longer than the cooldown on firing the dgun, otherwise you're just stunlocked.
Though it's not like that stuff can't happen with emp units.
Only jugg and thor are immune to emp right? idr if the commander also is
Com isnt
immune to emp
You could introduce the mechanic of dgun doing emp dmg to com or smth
like two dguns on com and its disabled for a sec or smth
Oh wait - they probably are already using a shield with infinite charge that blocks the dgun since it ricochets off the same as plasma does - I think that means that for it to be immune in this context, the projectile isn't hitting the commander, which means the emp wouldn't hit the commander either.
I have no idea how the coding works so I don't know if there is a way it can be reworked to allow the projectile to hit the commander, but only apply the emp damage.
Same lol

Devs prob getting a crisis everytime a new idea gets brainstormed
Yes and no - a lot of problem solving is throwing shit at the wall until something sticks. It might be a headache to read through all of it but throwing out ideas, even if they are suboptimal, can lead to thought patterns that do provide a fruitful implementation or solution.
Hmmm, true, I do pity the devs needing to read through nearly 2k messages, but hopefully some shit we contributed will be atleast a bit helpful
The pain and joy of opensource projects ig
The design goal is that the player should always have control over their Commander, so anything that happens should not remove that.
I gotcha, so it can only be indeed dmg or smth if we want the dgun to do smth to the com
What about if the impulse was only strong enough to stop the commander for like, less than a second? This way someone retreating if the commander isn't already to close enough still might have some means of escape if they took damage from other sources during/before the fight.
I imagine there being some tomfoolery with the physics sometimes, and it feeling unfair or smth, pinball com
No actual knockback so it doesn't move them back, it just lets one player move away faster.
Bar does not need impulse on more weapons imo
It’s too easy to break in generalities
I favour the dgun shield then with recharges, or mb an energy cost
like, you get dgunnend, and your energy storage is gone
maybe even extend it to other stuff that would have killed the com or smth to not make it one hit by t3
The dgun 1 shots everything else so it only matters in com v com, and if the com is walking in the direction the dgun is coming from, it'd only stop them for a split second. If someone has the energy storage and they aren't to close to opposing com, this might give them the distance to get away. I don't think it would effect that much otherwise.
It wouldn’t surprise me if the one dev with the most exp with trying to abuse impulse
Which is why I don’t want to see more impulse weapons added
Thoughts on making the dgun immunity twitch based? I mentioned dguning a dgun, or maybe you need to hit a button to activate the shield.
Always will feel wrong to my idea of the dgun, but at least make someone work for the ability to just ignore their com during a duel.
I especially do not want to see impulse for things that specifically needs to work for specific units
Or units that are not meant to be affected by impulse like commanders
It is too abuseable
I always though it would be cool if you could dgun an enemie's dgun to block the shot...
Units bounce off units
I have hidden facts away from the public
For very fun and engaging reasons
Play with the pounder enough, and you will end up with infantry in the stupidest places.
Fun fact I never successfully showed off both of my unit cannons
Only one
Has been shown
Successfully
The first unit cannon I made exploits order of operations
The second abused the transport ruleset for com and an engine bug
it's hard to twitch when you're in Australia, and generally RTS games are one of the only ones that are lag/command response tolerant. please no twitch mechanics. 🙏
my 2cents, or more like a nickel these days >>
With lasering being very important with comm change, was the bug about the difference in laser drop off due to weapon origin positioning ever addressed? Iirc arm comm has a winning advantage in a straight up laser battle and always wins from this slight difference/bug
One current “feature” in the game this patch will address with dgun immunity is this reality. It’s possible but difficult to shoot a dgun while walking away and survive the blast
Unless it was actually fixed last time reported but I don’t think so.
Thank you zeteo.
One note, is that the dgun immunity is an edge case, but it replaces and removes a much weirder edge case which was the rule about dgunning the last enemy commander made you explode instead (and the enemy commander was immune too)
dgun immunity isnt an edge case, I think its the biggest change of this update
"Special rule" is whatis meant with it
honestly idk why everyone has trouble with the special rule, it makes sense to me, super clear and straightforward. takes 1 sentence to understand. What you lose from not being able to dgun coms is they can basically walk up with very low risk now, kinda worst part of changes imo. the decreased metal is really good tho
The thing about the old special rule was that you made the mistake once
Make it like it is in SupCom and Forged Alliance. It's working.
It's simple enough to tell someone that if you and your enemy only have 1 commander on each side then trying to close the game by dgunning the enemy com makes you lose because fuck that cheesy ending
dont even need to make it once, just say, dgunning enemy commanders kills your commander. then you have the cheeky guys that think they can do some fancy shit in 1v1 and dgun the enemy com to win but gg for you, no dgun cheese
That's a different game, tho
I'd hazard against copying any other game on anything
Learning from them, yes, but prolly not copying
Honestly, I preferred BA/BAR without the 1v1 dgun rule than with it
(obviosuly) I like the new dgun rule because it doesn't rely on "spooky knowledge at a distance" like how many commanders your opponent has alive (which is a variable that can change dynamically in team games, and which honestly you shouldn't even know without scouting IMO).
we call that WYSIWYG (what you see is what you get) 🙂
Otoh it's extremely hard to say at what distance/hp your own commander can survive the other comms explosion, with the patch
that is a good point and something I want to adres
Really, how is it different ? I played both for years and i would say they are pretty darn similar to BAR. Like copy paste similar - which isn't a has thing to say
Different enough that I have very little interest playing it
It's not different. Dune 2 is different. Command and conquer is different. StarCraft is different. SupCom/FA is as close as it gets aside from TA and it is in fact very close.
It is different. Not as different as some other things, but still different
You having no interest in playing it is not even an argument
I'm not saying it's bad
I'm just saying that if BAR was repeatedly changed to be more similar to supcom, at some point along that line I'm pretty sure I'd lose interest in it.
Though admittedly it doesn't entirely answer your question
But let's start with saying, if you have to make it more like something, then you're already aware of differences
idk
I didn't really want to be drawn into this conversation
I don't care enough about my opinions atm to advocate for them
I'm trying to remember, so these memories are very very fuzzy: but I'm pretty sure the overcharge (sorta equivalent of our dgun) does a bit of damage to the enemy commander, requires substantial energy compared to our dgun with a longer cooldown between shots.
Also iirc, their commander unit is tankier (also had upgrades, but whatevs)
Thats what the supcom wiki says about how overcharge works there, normally it does 12 k dmg, it also costs 5k energy which is giant
I dont like the idea of the dgun being that expensive
Ok so for starters, the dgun in SupCom could cost 1 billion energy and you couldn't draw a conclusion since you don't know how energy eco in SupCom translates to energy eco in BAR.
That said my main suggestion is:
- make the com tanky. Right now 5 to 10 LIGHT bots can easily take out a com if unawares, unlucky or out of energy. The HP is so miniscule, imo he should at least have 5k HP. For reference, medium tanks have 1.5k and heavy tanks have 5k, that would would make him only as tanky as a single heavy tank.
- commander gets his DPS from the dgun, the reality is that the stock laser could as well be deleted if not for the single purposes of killing scout bots LOL.
- if the com gets buffed in HP regardless of how much, his DPS become more important (more lifetime -> more DPS).
I'm that sense, dgun energy cost should be increased slightly (500). - in m opinion, main DPS should come normal weapon and not "magic skill button that is unique in the game".
So I would suggest to double the stock laser DPS and double dgun energy cost.
Result would be "decent commander" with a "panic button at a cost). You probably wouldn't spam dgun to fight 5 blitzes or incissors anymore and rightfully so.
This change would improve the com gameplay while still keeping him somewhat weak compared to SupCom.
To round it off then, dgun vs commander -> flat 1000 damage. Commanders could fight each other using their normal gun.
To sun it it up.
Commander HP 5000
Dgun energy cost 1000
Dgun dmg vs com = 1000
Basic laser DPS x2
Caveat: basic laser dmg still seems low even after this buff, could be x2.5, possibly x3
Fixed commander for you
My .02c on the supcom commander talk is that I love supcom and TA/BAR and think there are some things supcom doesn better but for the game BAR is I think the one shot anythign D-gun is too iconic and should only ever one shot anything it can damage. I'm not opposed to com immunity since it can sort of make sense but having the d gun not one shot something it damages is just not in the spirit of this game imo
I could see maybe having it on a CD as there is precedent for CD abilities in BAR, maybe even have a t2 building that you build once and it removes the CD but honestly the com differences are one of the core pillars that seperate the more TA inspired games from SupCom and it's mods.
It clearly states on the website that the inspiration is total annihilation and not Supreme commander.
I would like to know when the changes are pushed after a week if the old balance can be retained by a mod option
I dislike the new changes... for me its a clear downgrade, related to vanilla. I hope this update never gets fully into the game -.-
explaining what and why you didn't like would help improve changes
the purpose of the update is to implement it across the board and to maintain a single main gameplay, if it's assessed to indeed improve the game
while adjustments and possibly even rollbacks are possible, unfortunately not everyone can like the same thing and there are inevitably people who will be displeased with the change
I personally don't have any plans in spending time into maintaining a special modoption that reverts the changes and keeping it up to date
just like many other game modes and modoptions that exist today, I don't think anyone would prevent you from spending your time to implement a modoption that recreates the old commander
hm one thing sprung in my mind, when you build stuff you often completely out of energy so Dunging becomes giant pain coz after pressing dgun you need to wait like 4-8 second for energy to stop being drained and get to 500, what if make Dgun have ammo, have 5 max ammo 1 ammo every 5 second (can keep it 1 ammo and same regen as current rof to keep it the same) or smth like that, still costs same amount of energy but you pay it before shooting (mostly to remove announce when on low energy)
I'm not sure this comment is of a lot of value.
I don't think there's a single thing that can be changed in the game, or even kept the exact same, without someone having the exact feeling you're sharing with us.
Unfortunately your comment communicates it's more of a personal emotional issue, than any real issue with the direction the change attempts to go in.
@wanton oak I think its okay to leave it alone as it is... but this changes are to heavy and total change everything... its like a terminator update and i total dislike how strong this changes are... "less is better" if all this changes are necessary why we had this old layout so long and most people are still happy how this game is. If we really need this changes now, then cutout "Removal of special damages" "Commander Immunity" and adjust Wreck Value from 2000 to 1600. BAR's biggest problems are not the commander but are the WATER Battles... total fail and bad/boring designed, instead we change something soon that is still "good as it is" and make it possible even worse.
Do you have replays showing things happening that you dislike?
My own concerns haven’t really come into fruition, so I wonder.
Guys, I can think of a lot of ways we could be making a better decision on this. @wanton oak I think if you just took a step back, is this process we're doing here good? The timeline is off, like it's been over a week. The changes are big enough to warrant a lot of feedback, and I think some are still scratching our heads a bit, and feel like the decision is already made somewhat.
I honestly just hoped we could do better as a community.
We've got a great game here, maybe our first rule should be "First do no harm" just as a rule...
Honestly, I did play some matches with the new patch, and sure its a change but its not a big one
its not like they want to remove coms, its just some slight adjustments, just cuz its old doesnt meant its good
The commander has actually a function of a Glas-Cannon... its a nice design... "already"! I dont mind some little adjusting, but this going like a EA (Electronic Arts) move... just change change change (casual style) and in few month a big downgrade, when everything implemented. Who want this?
What are you seeing players doing that you dislike?
Do you mean not being able to dgun the enemy com anymore? The com is still a glasscannon, it still has only like 800 hp more , and the regen does a giant difference
The fact that he won’t answer my direct questions is curious.
Silence ea spy!
I understand you fear this is a rushed decision out of nowhere.
I would like to reassure you that is in fact not.
It's a change that's been discussed a lot involving a lot of people and has been tested extensively over a long period of time and that will continued to be evaluated.
This part of the process is simply the part that involves the whole community. Even though it's crucial and feedback is absolutely necessary, it's also no mystery that it'd be controversial and that not everyone would be as enthousiastic. (just like there's many who would be dissapointed if no change were made)
You're right that the decision was already made to try it out. I've personally decided to take it slower than was suggested by having this week pre-testing so any immediate issues that we could've overseen could be addressed. That doesn't mean that anything is set in stone though.
You love this game which I can understand, but you seem to focus entirely on not having the game get updates, and not on the content of the updates, and I'm not sure where this is coming from other than fear.
I ❤️ all the updates game has been getting...
All the changes are closely intertwined and simply changing one thing without adressing the overal commander design brings it out of balance.
The commander and its interactions have been changed innumerable times.
Have you tried the change? What did you not like about it ingame? Do you have replays?
What do you think of the concerns many people have with the old commander?
I'm honestly trying to take a step back, personally I think it's not so popular this update. I feel more like it makes the balanced play of the game less interesting is all. I also think it feels like decision is being dictated from up high, and that it's more subjective than objective. It would be better to have more data driven community supported decisions I think.
What are you, personally, seeing ingame that you dislike?
But is BAR perfect, or like Chess (lol) no. Why haven't we heard from @granite turtle. I think he is always even minded, and I've liked every balance change to a point from him.
It's more like a question of "why", or the decision process. I agress with @wanton oak it's not game breaking, from the games I've observed. but it also seems to change the game more towards a "Raghna" style of play. I mean there is less risk in fronting with your com, it's more encouraged, I think that's fair.
Maybe one might argue that taking balance advice from your #1 player might lead to the game becomming more unbalanced. 😛
I dont think raghna made the decision on his own
That's odd, I've seen mostly positive feedback, especially from people who have taken the time to write more informative paragraphs.
Most of the negative comments have been with little content, such as yours, which focuses on the form rather than content.
it feels like decision is being dictated from up high
this is a free volunteer passion project game, it gets as "up high" as a group of players who put in some free time to try to give back to the game they've enjoyed for so long.
I know, and we also don't want to minimize @wanton oak's work. I think he put a lot of thought into coming up with these changes as a "set". Really I want to be constructive, and I have some suggestions for a better process....
Like can have place to collect and organize all the commentary so far?
I’ve written a long post with remarks with most being ignored. Com interactions now mostly end in who can laser who down
It would be interesting to see your testing
But anyway it is good that the old balance can be maintained
I find it highly concerning that so little trust is extended to me to think I'm looking to make the game more fun for me, and me alone.
Moreover, the change makes compushes actually much more difficult and slows it down a lot. I'd like to invite you to try it for yourself.
@wanton oak No, I'm saying it probably changes the game to make your style of player less risky.
You mean it's more difficult in teamgames when you risk getting lasered down by another comm?
Outside that scenario it p clearly makes compushing better
And I think you have the game's best interest's at heart, but I don't think that's a outlandish conclusion. I'm summarizing a lot there, but I wouldn't say that that is devoid of "content" either.
is this what you call "being ignored"?
I think the most people like i do... dont look in the "suggestion" topic alot... thats why this topic also has only 6 Upvotes and 3 Downvotes. If you want true "feedback" from the whole community... you need a Community Ping from Admin and starting a Big Pool Vote, who wants Vanilla or this Update.
It’s a lot of text but doesn’t address the concrete issues and scenarios I raised
From my experience, they are more unit dependent now, llts can now be more easily mowed down, so units get more focus, and I like that tbh
@velvet sage have you played with the update? have you tried compushing?
I'm surprised you're still firm about that since I've seen compushes being way more difficult with the patch and being more easily punished
@wanton oak After this one week period is there anything from the original proposal that you think may not be correct now after the testing?
sry but old balance can be maintained is a fake.... everyone will play the main version if this update see daylight.
I personally think the comblast numbers should be adjusted
What did you feel did they affect negatively? Should they do more dmg or lower?
you keep saying that but you never specify WHY that would be the case. You got more hp, llts dont hurt you as much - only downside in that scenario is lack of regen, which only would catch up to the increased hp a long way into a push. Or if meeting another comm
I'm also considering removing/reducing some of the special damages vs commanders that are currently nerfing high damage weapons that were meant to prevent comsniping
so are you overvaluing regen, talking only of scenarios where an opposing comm is there, or am I missing something?
have you considered you might be undervaluing regen?
the replays say something different
Old autoheal of 5 HP/sec I think is equal to 1/2 rez bot, or 1 vech con, glued to your butt healing you.
a comm rush can end the game well before 130 seconds, counting from when first damage was taken
there was a match where some dude did this kind of openings vs cartouche, w good success - but you are saying it would in fact be worse now? because of regen?
@wanton oak I don't know if you want to hear this, but simply a google document with some pro's / con's of each think, and like an (somewhat) exhaustive list of areas each change effects I think would really help the community organize ideas.
If the process doesn't look good, it kinda hurts whatever changes are made.
Another thing with recent games running the update, it broke some Dgun behavior, made the collision volume of the fireball a bit too small in flight, so players were missing a lot of shots vs flat units like blitzes and tanks.
You mean like this?
https://docs.google.com/spreadsheets/d/1oyb7T5FKBNlMZG_BRi-UWT-7KkorvivlU_PHZXRggBs/edit#gid=10757981
Mechanics
Scenario,BAR (current),ZK,FAF,Legion faction (experimental),BAR (proposed)
Comm vs. comm duel,• Shooting with d-gun causes shooter to lose
• Duel ends in both dying, as death explosion takes out other comm,• commanders have a chassis type; stronger chassis are slower, so there's often ...
I'm saying considering that dude's commander never took any damage, I'd say the changes would be irrelevant from that point of view
Part of why commander vs commander explosion damage will likely be increased.
Currently, commanders only take ~300 damage at laser range when the enemy blows up. [while also gaining ~300 HP from XP gain]. So it is almost risk free to chase a damaged commander and laser them down
@wanton oak I wish just thinking about that match yesterday, and how your d-gun would not have been anything special if Cart's commander could have just absorbed it, I mean the near miss was so exciting because if you were slow it would have been over. 🙂
(oh and this super short game lasted for 180 seconds after first commander damage, so perhaps do try to reassess one more time)
Also view only, would be nice to have place to collect community feedback as well. Maybe in a slightly different form, it needs to be more in the "diff" between new and old.
If it forces them to put in a replay link, then that sounds like a decent idea. We're well past the point where theorycraft has any value since we can just test it.
No because when people analyze replay all they do is hypothetical and theorycraft on what coulda happened if x
What matters is how people feel
Just do a Google forms feedback thing
Also, double commander drops are scary now (discovered through this testing time), due to the ability for commanders to survive laser duels.
So tweaks will be needed to mitigate that
That was one of the concerns I brought up the first day. I stopped harping on it because it seemed like nobody could pull it off in practice.
i personally dont like the decrease in metal from killing comanders
it makes the whole com drop less risk to the losing team and lower reward for the winning team
Just a list of comments for someone to sort though would be a start. Like a google form, for each of the 5 areas: 1) a place to list pros, 2) a place to list cons 3) a rating from 0 = BARF to 5 = BAR. 5) question about how long you've been playing.
so true
google forms feedback would be good idea, even if we don't necessarily abide by whatever the outcome is, it's good info to have
"Do you find the game is more or less fun with the recent com changes?"
if you get a t1 lab killed
and lose the commander
the player only gets a 400 or so metal gain
which is rather meaningless compared to the over 1000 metal gained prior
victim player loses out of map control a fair amount
There's also a lot of thought process in the replay that you don't get to see, maybe I choose not to walk to x location because I'm trying to trick opponent or something
Just make an aa
in my opinion, it'd be good to roll the update out, wait 2 weeks, and then assess the situation, rather than "don't do it" out of caution. I'm not even particularly in favor of the changes, but the fact is that we have a very low population and number of matches played with the changes. It's good enough for initial playtesting but nothing will be better than actual data from live
Single commander drops, from observation, seem to be mostly unaffected, seem to be just as dangerous.
But the double drops are made more dangerous from the current comupdate changes
and what kind of map control does the combomber give up by doing this?
the replay in which you got mass combombed had your team on a 16k vs 4k metal advantage
im not talking about prevention
im talking about what the player has after the exchange
Drop outside of aa and walk in
Well they're down +2m for losing com and they give opponent team 1200m and they had a player make an airlab so they're useless for another 4 minutes
Walk to the second base and dgun
See more theorcrafing ugh
down +2m, +25e, +300 buildpower, and 1 emergency tank blob nuke 😛
I would like to see the replay of this. Like I said, this was one of my concerns that I dropped because nobody was doing it.
https://youtu.be/zRsl4ZGa5K4?t=956
Flash got doubled up on.
Thanks. I won't be able to watch it just yet because work, but I'll check it out.
I mean, with the old commander, if you wanted to win as low TS, all you had to do was comdrop to enemy best player and dgun them and it'd be autowin
still, nobody did this
It would be a 2k metal donation. Easily recoverable
in the above replay, the metal donation doesn't even come into consideration
If it were autowin we would be seeing only this
Is that link actually pretty old? I see a lot of the design decisions echoed here, but it seems to be not that recent
did you not trust me when I said this was not a recent thing?
No, I meant the link. But sure, I never said it was recent, actually I know you've been thinking about this since unbacom right
Dgun immunity is the worst part of this update, doesn't that conflict with WYAIWYG that this whole thing is trying to address
It also means I have no options for stopping a commander walking up to mine
So if I make a forward base, they are free to walk over the llts and commander straight to lab
unbacom is something that I personally enjoy the most and adresses the glaring issues the commander has
this is a different approach that keeps true to old commanders while overcoming all of the issues it has
Earlier in the youtube link I posted, on DSDR, compushes were stopped with 1 LLT+bodyblocking.
I feel that in practice this update encourages aggressive use of commanders. But that was already true. What has changed is they're somewhat less fragile and the pissed-off newbie you're doing it to can't dgun you.
it replaces way worse rules, I'm open to your ideas of alternatives
commander still dies to a few pawns, and now it doesn't regenerate HP like it used to
Why are the rules bad? I literally had 0 issues with the rules. My brother said dguns can kill literally everything in the game except other commanders. It's all you guys trying to overthink everything.
Took a whole 20 seconds to learn the rule
Keep in mind we have 0 tutorials in game
Every game has special rules, they are all solved with a tutorial
"Why can't I build more zealots?"
"WE MUST CONSTRUCT
ADDITIONAL PYLONS" "OKOK"
...That is what the comupdate does though? Makes the Dgun kill everything except the commander?
Live game version Dgun does kill commander (and you, usually, with the death explosion), except in 1v1 circumstances (which may be unknowable in FFA games) , where instead it instantly reflects and kills you, and saves the opponent from dying from your explosion.
dguns can kill literally everything in the game except other commanders
I mean, you just described the rules with the patch
can you now accurately describe how the old commander dgun rules work? please do
NOT ENOUGH MINERALS
The old dgun rules were worse than what they replaced.
Game Design is far more complex than just looking at the rules on the surface, or how easy/hard it is to learn them. In this case, the volatility of the game and metal reclaiming can quickly decide a game and then let it drag out for another 30+ minutes. Someone correct me if I'm wrong, but I think these changes addresses that volatility and smooths it out so there is more play to be had
both the old and new dgun rules are functional. Game isn't broken either way, and it's not hard to explain or understand either. It's just a question of which system leads to better games
if both involved teams have one commander
the dgunning commander auto loses if the projectile hits the other commander. In a team game you die because the explosion of the enemy commander, its still an explosion, its just not immunity.
i find the loss of being able to do
you stop now i dgun you in 2v1 plus
is a worse option
or i use my commander as a bomb to stop your push
to be worse IMO
the same special rule is still kinda in place, in a situation with last commanders, the first one to blow up is the one to lose even though under normal circumstance the other comm would blow up too due to being low/close enough
you could literally fix this whole confusion by just allowing the explosion to happen on the enemy commander, so visually they both die, but the one firing the dgun dies first
problem with that is it doesn't make any sense physically
i dont like the removal of risk from dguning near commanders
especially in the 1v1 situations
bro this is a game, it makes sense
now its just a loss of 500 energy on block
if it made sense, I wouldn't have to explain the rule everytime it was violated - it would just be intuitive
Before: if in an ffa or duel you dgun com you lose. In any other case dgun kills all units
if there was a damn tutorial that could explain this in 20 seconds you wouldn't need to
its doesnt care about any game mode
its true if both involved teams only have 1 commander
Except if the FFA opponent rezzed another commander*
what about teamgames where there's only 1 commander left?
just that those game mode start with one commander per team
Before that: dgun just kills anything, and the commander explosion will kill you if you dgun a commander.
Dgun just silly thing
wow, this really seems clear and straightforward this rule
the commander explodes and you explode because big boom?
yes so complicated
except when*
its a rule to prevent cheese
I never wrote an except when
if people are trying to cheese they shouldnt be surprised if it doesnt work
yes because you were incomplete/wrong
Except if you manage to get far enough away from the explosion, [Or have XP/HP gain from killing enough things] through any variety of tricks.
How about putting the changes live, and then after some time link to a survey in game.
* Much better
* Better
* Neutral
* Worse
* Much worse```
There can then be more detailed questions about different aspects.
I feel like this will capture the opinion of most players, and not only the ones who likes to post a lot here.
Then it will be obvious if it well received. If you enter you rating in the survey, it can also be determined how the change is received across different rating levels.
Preferably it would be tied to your account so someone can't post multiple entries.
thats a bug
idk how feasible that is, but I like the concept on the surface
Especially if it's tied to an account so we can know if they actually tried it.
It would probably be rather difficult to verify that in a scalable way.
I don't believe anyone here would argue so much about it without actually trying it, right?
lmao trying to pin opinion accountability jesus christ how orwellian of you
i'm holding off on arguing anything because i think i've gotten in 1 game over the past week, and it was without the com modoption
You seem to have tested it enough raghna to justify testing it again
We had one just an hour ago in here that refused to asnwer what was happening that they disliked, leading me to believe that they hadn't actually tried it.
a lot of people with loud opinions are also pretty noob here, do we disregard them for not understanding the game?
I think how MrLlamaSC did surveys for patches to Diablo 2 was interesting if you want some inspiration:
https://www.youtube.com/watch?v=Dj7beMEGflw
To an extent, yes. One of those people is me and I do not pretend to be a good player. I bring up stuff I've seen in the hopes that it will be useful.
anyways sabutai post basically sums up my opinions too, also not being able to stop an approaching com with dgun is huge.
I just like the D-gun being the ultimate FU weapon. Com bombing an enemy commander is fun. Maybe they are harder to pull off now.
is this based on ingame experience or is this you theorycrafting? can you share the replays?
first game I played with comupdate com just walked into me and couldnt do anything about it
i play loads of games i dont remember the replay
feel free to inspect all my replays and find which one it is
Do you remember the map?
@vital sedge I've been around a long time, but I and my group of players rejected BA in favor of games that outright removed the commander.
sure but being on the receiving end of a combomb is not fun, goes both ways
We played games like Expand and Exterminate and NOTA. Some people here will know exactly who I was with and how long I've been around with those names.
Really you could say that about anything fun in BAR, that being on the receiving end sucks. Personally I feel like sneaky comb bombs are less effected than chad style combombs.
If you see a commander walking towards you, in commander radar range, it is very possible to build an LLT, then bodyblock it. And the combined firepower of the LLT and your commander kills them before they walk through the LLT range
no commander sounds bad, maybe play those games instead of spreading the ideaology here to people that like this game
It's quite good, just not good for BAR. Your dismissal is noted, though.
no such thing happened
no commander got anywhere near your base
enemy tigers killed your base though and then you started getting angry at your teammates
maybe. although I think it's possible to have mechanics that are fun without the reason for that just being because they're more game-winning. but even if what you said were always true, combombs are that concept taken to the extreme, where a successful combomb basically wins the lane/game outright, and a failed one loses the lane/game outright. sure, that element of risk/reward can be really fun (or really not fun), but I personally don't think it's a good trade-off and somewhat demeans all the other cool ways you could potentially use to win, were combombing not the best choice
in fact, you got a commander low, and it was forced to retreat and couldn't come back later because of regen nerf
nice theorycraft
watched the replay
kk
if you want your positive feedback you guys can just remove all the dissenting opinions from group, im sure the thread will look way cleaner
im sure you guys will push changes anyways
@vital sedge Incidentally, both of the games I mentioned are dead. BAR is the great survivor and where development is actually happening. Regardless of my opinion(which is in flux) of Raghna's changes, I am pleased that BAR is alive and kicking.
Thriving, really.
doesn't need positive feedback, just needs constructive feedback
lots of people have written constructive feedback and you guys are policing opinions
yall already gonna make it default no matter what people say
I will say im really not a fan of com's dueling as is. It's hilarious at best watching the deadliest units on the battlefield use laser pointers on each other for minutes at ta time
I really don't know where you keep getting this "fight the power" "big bad government" vibe from but I'm just a player who's spending my free time trying to give back to the game I'm enjoying
nobody is getting silenced or repressed or anything for having the wrong opinion🤣
yes and it cool you are developing the game you enjoy, but just because you develop it doesnt mean everyone else has to enjoy what you developed
hence this post
but if you are like "your opinion is invalid because x" then you dont actually care about what others think
sabutai was straight up ignored
I think I already copy pasted the huge reply I gave sabu earlier, I guess if you keep repeating a lie often enough you hope for it to become true?
Seems to me like the commander needs to be balanced in a ton of situations, early/late game, 1v1, 1vX, 8v8, as well as on frontline, in enemy base etc. Maybe the best way to improve balance is to reduce the number of scenarios the commander needs to be balanced for?
Would it be unthinkable to remove the ability to airlift commander with T1 unit? Just remove early drops and control point rushes entirely.
all the problems that com has can literally be summed up in a 20 second sentence from a tutorial man, all of these changes are so unncessary aside from com metal maybe
you literally tried to invalidate his opinion
I do care deeply how the game is enjoyed
that doesn't mean every opinion is equal, especially low effort theorycrafting based off an incomplete understanding
you watch replay and ur like "x didnt matter actually"
you dont know what was going on inside his head
you just see the player inputs
which replay?
you're already changing your story from "ignored"
ok im done here just remove commanders already instead of all the foreplay
The only person here who would even consider that is me, and I'm neither a dev nor advocating such a change.
you know you could just check to see if this is even being played
kinda like how unbacom fell out of favor
maybe if folks arent voting to play with it its not something they want to play
go figure
@vital sedge You are being ridiculous and muddying the waters with procedural complaints that don't exist. You're like the person in line at the grocery store complaining the staff is trying to throw you out for complaining about the long line, but you have been screaming it for 15 minutes and no one has thrown you out. Eventually you do get thrown out for making a fuss about nothing and use it as justification for your prior actions.
Currently we are at the stage of you yelling about the things not happening. For everyone's sake could we skip doing the remaining stages and revert to "actual sensible discussion".
Also you sure are typing a lot for someone "done here"
didnt you leave server after your little hicup in voice
Might be a good time to cooldown, take a break. None of this discussion is useful nor does it pertain to the post
@vital sedge deflecting to a personal attack is silly. Doubly so a completely fabricated one.
you literally just personally attacked me my guy
You're like the person in line at the grocery store complaining the staff is trying to throw you out for complaining about the long line, but you have been screaming it for 15 minutes and no one has thrown you out. Eventually you do get thrown out for making a fuss about nothing and use it as justification for your prior actions.
Yo, guys, not useful, turn it off or take it to dm's please
So I asked for the one week period to be extended but haven’t received an answer on that.
Why are you calling him a liar
Please don’t turn this into something personal
which aspect of the change isn't quite clear enough to warrant a full live test?
Is it a test or is it final?
I believe that was answered in depth
No clear answers to be gotten from you
ragnha, seriously, if folks havent been turning it on in their games what makes you think they want it by default? Im not trying to be mean or anything but like, the option already exists for it to be enabled and its not enabled by a majority of players so like is that not data on how it was recieved?
I would argue that not many people know about the option
I think a playersize enough for testing is there, but I dont think the average 10 os player knows about it, which is okay
Lobbies with those settings exist though, I just played in one today
yeah but a 10os player feedback isnt gonna be taken into account anyways when they have one of the best players in game just theorcrafting off the replays of what could have been done differently
#1105936118907666533 message
#1105936118907666533 message
#1105936118907666533 message
just some messages where this is brought up
I guess the accusations of me ignoring were projections
@digital orchid I did a bunch of games in a row with it enabled the other night in a mostly high TS lobby. Most of the higher TS active players seem to know about it. Even a big popup box when a game is loaded will be missed by less invested players.
I think pins would have helped for some of that important stuff - gets fairly lost with all the chat
I think players with low os will have a better experience with not accidentally losing their com since they didnt know about dgun killing both
Yep, thats what I was also trying to say
Ahh ok
These messages are fairly vague and don’t address the criticism
Regardless of which way the com immunity goes, I feel as tho it could be made more apparent, visually
I think the current effect is a placeholder anyways
they answer this question you keep repeating that I ignore #1105936118907666533 message
As far as I know they reused the com spawning animation
which is a smart tape solution though lol
Do you think this guy's opinion is unimportant? #1105936118907666533 message
It is the first time I have asked that particular question. Also considering one week has already passed I would expect a transparent decision
How many posts criticising combombs have there been since the influx of new players? They worry about other things more
tomorrow will be a week, which I mentioned would be the point at which it will be assessed
Alright so we will wait on your decision
Discussed with a lot of contributors* 😛
I don't think number of complaints is a good measurement to use to what can and what can not be improved on
I don’t agree but that’s alright
For me it looks that all changes already written in stone and we cant nothing to against it. GG
it's sadly quite difficult to get a decent discussion going with thousands of people at a time with extremely varying degrees of good will and perspective
Sorry this all is fake, there no real feedback allowed or it will just ignored... "Electronic Arts" feeling here we come.
Does one measure good will by approval or by passion for the game
I respect you for willing to discuss and talk to people and trying your best
Also different perspectives should be a given in a discussion
how much constructive feedback have you given?
all I've heard from you is "I don't like" which is not really something anyone can do anything with
I did exactly that, and then Mel thought Raghna was gonna remove commanders next.
for the record, I want it on in games, I think the changes look good, but I haven't turned it on because it's an optional selection: defaults matter
I assume 95% of players aren't aware it's there
I already said it in details at my second comment in this topic. I already improved my feedback after my "i dont like" comment... so your statement is incorrect.
What is happening in the games you’ve played with it on?
He literally watched my replay and concluded my opinion invalid, he doesn't care homies
In organ donation studies, where the defaults for yes or no on organ donation for driver licenses varies, if the default is yes (opt out system), you get 80-90% keeping the default.
If the default is no (opt-in), you get like 10-20% opting in
defaults matter so much
I wonder if Kobold has me on ignore or something.
you said an enemy commander walked in on you in your first game with it and there was nothing you could do to stop it, and that literally did not happen so.... not sure what you want me to say
from a design point of view I think the changes are all good or moving in the right direction (which will hopefully be made more clear for any necessary adjustments post-rollout)
Nah i dont have you on ignore, Cortex. Its just doesnt matter... the updates comes and everything gets ignored... no real adjustment or changes to the glorified updated will happend.
A big red button at lobby to enable/disable, and one has to be actively selected for the lobby to launch might help. That way every game has to be actively choosing. Would raise awareness pretty fast.
So you have no examples of your games being harmed by these changes? I posted a couple of replays I was pretty pissed off about. Do you have any?
I've spoken about the problems it addresses in the past: magical non- universe knowledge required to understand how the dgun will work in your game at that specific point in time, apparently arbitrary special unit interactions that can't be intuited and aren't part of unit stats like the missle truck and the llt vs commander
I think the only mistake that's been made with this update at all is not a strict rule all feedback comes with a timestamped replay and description.
I've always found the self-destruct your supposed commander unit for resources on the backline thing a bit stupid, but I accept that's a bit subjective unlike some of my other points
Im actually try to evade this terrible update, like the terrible water combat xD But when the update comes out "i cant no longer evade it" and i can or might to send you some links "when im forced" to play with that changes... or im quit playing then after that horrible change.
finally there's the commander explosion with no dropoff that insta-kills other commanders (which these changes try to address)
@wanton oak told you so
Is there any actual feed back? Maybe 4 guys had any feedback worth noting. Rest of this thread is just... discussing same shit over and over again
So sure he’ll hate it he’ll do anything to avoid it.
@feral panther my point exactly. Signal to noise ratio is off the chart
yeah
Enjoy com gangs lasering each other
I played today for like hours with the patch:
-Coms felt only slightly tankier, the regen did really matter before
-I liked that trading coms was not viable anymore with dgun, and that he was not so volatile (I could prevent the enemy placing llts with dgun)
-Idk if the shot going through the com and killing stuff is intended or good. I could kill an llt with it. I think @wanton oak wanted that the com could shield the llt
-I valued the com more in my matches
-Cant say anything about comdrops, didnt happen in my matches
not only does it operate in contrast to intuition and mechanics and descriptions of all other explosions in the rest of the game: but the insta-kill with no drop off creates a win/lose condition with very little gradation in between that one-shots a commander, and for those of us playing with 300ms - 1 second lags it wouldn't surprise me if it was even more annoying in practice (but I'm not sure if that's technically true or not)
I can provide like 5 replays
of matches with the patch
Aaand messages like this get buried 6ft deep under ppl arguing over nothin 
lmao
did the dgun go through the commander? that's definitely not what should happen, could you help me with a replay link so I can check up on that?
sure! Need to start the game and look through which one it was, I shot a dgun up a mountain
It felt weird
Maybe it went under the enemy commander?
Im not sure if it was just me miss seeing in the heat of the battle though, but after It I came back with the conclusion that apparently you could shoot through
Im snek and I was fighting dave there
personally, I don't think sucking resources from the commander corpse or combombing should be removed as options, but I don't think it's right to say there's nothing wrong with current implementations that maybe vets just can't see because they're use to it: half of it is... to be colloquial... crazy secret-squirrel knowledge that looks like historical hacks rather than a conscious design
https://m.youtube.com/watch?v=zRsl4ZGa5K4
- All it takes is one laser tower reducing enemy com to hunt down com with your own
- 2 coms vs one basically guarantees you get the metal
In this video we have 2 8v8 casts of interesting games where a team attempts to break the 8v8 meta.
If you have a replay you would like me to cast then post it in the comments or pop me an email.
For those that don't know, BAR is a free to play, open source RTS game based on the legendary Total Annihilation. It uses the Spring engine and receiv...
Thats possible, or maybe it just looked weird for me
gonna check
interesting of you to bring the video up, it quite well examplifies how good the changes are
Here's an idea, just throwing it out there, spit-balling a little
What if when targeting with the dgun, a visual shield pops up on commanders relating to a certain % of the flanking arc and deflects the shot (much like the plasma shield).
With this, people could still use dgun to kill coms, but it would be harder and take more skill from both sides, but primarily from the aggressor. If defending against a com + things like pawns that are surrounding the com (and say they are hard to dgun bc their not lined up), the shots can bounce off and potentially kill some of the pawns, becoming more of a trickshot.
I believe this would increase the skill cap of commander while making it generally harder to dgun coms
- walking up by yourself vs an enemy fortified position shouldn't be rewarded
another attempt at combombing gets pushed away
a lone commander going commando style vs fortified position ends badly, another good thing
I see the opposite. The first game show experienced teams and how easily an advantage can be had to kill a com and take the metal
Okay sorry raghna for the waste of time, false alarm, I shot the turret to the right of him not hitting him directly
"but what about rezzers, they will negate the HP regen nerf and commanders will be much stronger"
clearly not working out for this guy
It only takes one laser tower to decide this engagement with the winner taking the metal. Pretty one sided
lool that video shows exactly the opposite...
Here zlo could easily kill moms boy toy with help of a single laser. Also pretty one sided
so your complaint is that commanders that are by themselves lose against commanders that are not by themselves?
but at the same time combombing is much too strong now?
This is not true cj had units in the vicinity. He got killed because he again went against a com and a laser
Looing at the replay, Dave was never in position to bodyblock the Dguns you fired uphill, you just sniped to the side of Dave 😛
This proves my point that the Regen nerf is useless
any feedback on my thought? #1105936118907666533 message
No one complains that combomb with the changes are too strong lmao
Yep sorry lol I get confused in a battle and stress sometimes
the units in the vicinity were either too far because CJ was being overly aggressive with his commander by himself, or were aggrevators that actually shot at CJ's own commander bc he stood in front of them
scroll up, lots of people did
Are you honestly telling me lots of people are complaining that with your changes combombs are too strong? Wasn’t the point nerfing com bombs?
The concern is that you cant insta kill a com anymore while he dguns your base from what I have read
I am honestly telling you that, although, you'd imagine I disagree with them
Yeah the problem is that you can more easily dgun not combomb
Show me one post about combomb being too strong
With your changes
lmao
I personally like these kind of mechanics and I think giving the commander new tools such as these can make the game really fun.
That being said, I think most people would rather not have such a huge divergence to the role the commander has and certainly prefer not introducing new mechanics for that.
You're more than welcome to try to convince people otherwise though, good luck with that 😇
I like your spirit
I’d rather let logic and arguments carry the day
Jazcash just seeking blood for the blood gods
Personally I don't see my proposal as being too divergent in the current proposal, just the idea that shots bounce off, but only from certain angles - adding skill to the equation, but also keeping it very reasonable for most gameplay
tho probably significantly more annoying to implement
Just for the record: com gameplay was in my opinion one of the cooles and most unique parts of the game.
Seeing it being removed or heavily nerfed like this to cater new players is really sad. My opinion...
but it pushes the game more into a shooter game, while many players prefer a focus on strategy rather than shooting skills
ah, yeah that is a good point
I completely agree with you, seeing commander gameplay being nerfed or removed to cater to new players would indeed be really sad.
I really do think it would be a great custom game mode though lol Like a shooter spin off
yeah, I've always enjoyed the idea of 1 main commander the focus of the game is on, but that can also decide to build stuff. Totally off topic tho, so I won't go into detail, just something that's been rattling in my head for a long while
have you tried unbacom? 😄
moba op
beyond all mobas
Beyond all reason is the perfect description of the mindset of Moba players.
I probably should try it, it's not quite what I had in mind, but close enough I should try it 🙂
comshooter
I suppose with such little explanation, some might say that sounds like fortnite x.x, I suppose that's fair, just with rts elements (resources/units) as the game progresses and more topdown.
You build both in bar and in fortnite? Coincidence? I think not!!!!! (Okie mb we getting offtopic)
mf in disguise
I liked watching that game. It's like every blue player tried to just (arguably mindlessly) march their comms forward to try to solo bully the position, and every single one paid the price for it.
Anyone know the history on the dgun rule? Why do we even have it in the first place
If u walk into dgun range isn't that kinda ur fault
So it's to prevent combombs but why?
If you dgun enemy com in teams, you lose the wreck anyways
Actually mo_preventcombomb was introduced entirely for 1v1 and ffa modes, in particular to stop players from winning/drawing as a direct consequence of suiciding their com.
The team with the highest distance (due to a delay in the explosions and deaths of all team units) will get the win.
Isn't this exactly WYSIWYG
Oh nvm I see
So does that mean you technically lose game when last unit is killed?
Another one of those "it depends" situations.
Sometimes the wreck spawns on the dgun fireball, getting deleted
Sometimes the fireball disappears first, and the wreck lives
I see, I always thought that's kinda buggy behavior tho and not intended
isn't bug just another way of saying feature?
Also like, if an enemy is close enough to dgun me in 1v1, I am close enough to dgun him. If my opponent is that crazy that's on them
It seems like the intended feature was for units to become immune once com died so the death wave can kill off rest of map
But can't you just declare winner before that?
So in summary, the dgun rules exists to prevent draws in 1v1 games.
Minor benefits also included stopping comdrop trolls in FFA games,
and making sure Australian players are not penalized for their higher ping (last to fire a Dgun in a duel situation)
Why can't winner be declared the moment the dgun connects with enemy com?
Because then the game devolves into twitchy Dgun reaction times
But like, is that devolving? I am risking a lot walking into dgun range no?
He can dgun me first
Harder to dgun while walking than it is to dgun standing still
No, you enter Dgun range at the same time. You have advantage since you are initiating the plan. You can gamble they are doing eco in base the moment you get into range.
Ping, plus the delay based netcode, means we really do not want milisecond decision making
And, due to a Dgun duel basically being a 50-50, if you are losing, it is in your best interest to saunter into Dgun range and roll that 50-50 instead of finishing your doomed game.
Was this a prevailing issue in the past?
Honestly calling this out. If you can't acknowledge the differences between games of the same type, and your argument is "they should be MORE alike because they already are!" that's a bad perspective and argument.
I DO NOT WANT the comm to be more of a hero unit like in Supcom.
I play WC3 if I want hero focused RTS. It's a very good game.
You want BAR to be more like SupCom 'cause that's what you liked about that game. The honest way to argue this is "this is what I want," not "these games are the same, therefore,"
A forum scan there reveals a lot of tournaments and hosts had a "no dgunning the enemy commander" rule
The dgun immunity makes sense. Communicate it through a good VFX/SFX and it'd be obvious and wouldn't feel like a 'special rule' in the same way that LLT bonus did. Gameplay wise its objective is as obvious as 'if you dgun the enemy comm, YOU explode for trying to trade/draw like that, nerd,' but it feels less artificial. Good-ass change.
Beyond that, it's just "what do you prefer?" Do you like the high-octane risk of comm v comm duelling where dgun means instakill? Or do you want it to be a more mellow tactical choice? There's far more granularity and context with how people will approach the 2nd choice, and I think that just creates more interesting situations.
Well, not quite. The ping etc. is a good point, but given that the dgun projectile has 1. a travel time 2. a max distance, advancing into dgun range is inherently more dangerous because of walk-back micro.
At a sweetspot which commanders would theoretically be fighting for, the advancing one gets hit while the retreating one doesn't with simultaneously fired dguns.
That sweet spot would result in "instakill game decided based on space slow moving commander can walk in space of dgun animation", yes?
I might've missed something.
Yeah, while I think it's cool micro, I don't want that being the result LOL
Leave that sorta thing to League or something
Which i think technically in the real world would probably be on the order of millimetres.
And that's assuming you're not Australian 😛
(sorry, lol, not meant as a nationalist jibe, as in, we play with 300ms - 500ms lag/data round trips)
RIP
but I think on a general level, I think I'd like balance moving to the point where at least, if we're going to decide a game, we should be operating with a general minimum floor of a couple of seconds.
Right, that being the purpose of the Comm special nuke and T2-3 resists. Agreed.
Knowing that can't ever be reached universally, but just a general design choice of decisions should be made with several seconds as the floor for deciding the game...
which yeah, as you said, leans back into the "generally, you shouldn't be able to one-shot a commander"
current changes I like because at least you have to close the gap and skirmish a bit to be assured of taking out the other commander with your own and the other infrastructure and defenses can play into it.
whereas now it's "one pixel difference at max range, so sad"
Explosion Damage Rework 👍 👍 👍 Reduces commbomb effectiveness
Comm Health Increase 👍 . Comms always felt a bit weak especially to flanking damage.
Commander Immunity 👎 👎 👎 Cheese comm drop strats are now very effective, with neither self+D, dgun, or LLTs being an effective defense
Reduced Wreck Value 👎👎 Higher wreck value punishes comm cheese more effectively
Removal of Special Damages 👎 Seems to complicate balancing a lot, I would leave it for now
Regeneration Cooldown 👎 Seems unnecessary
What I recommend:
Keep Comm Health Boost, maybe even take it a bit further to 5000
Keep Explosion Damage Rework, this one is really good
Drop all the other Comm changes
Increase T2 lab build points by 100-200%, this makes self+D comm for T2 a lot less effective since you lose a lot of build power, without messing with the comm balancing.
Generally speaking it's not gonna be possible to balance having a very very strong unit like a Comm only be worth 1250 metal to the wreck winner.
Are these findings based on ingame experience ? Do you have some replays ?
Or are you theorycrafting ?
What, please put it in different words so your arguments makes sense
Raghna how about you listen for once instead of discrediting right away
From experience tonight, let me grab the replay links. Kuchy is really abusing the changes.
Looks like i was right to ask the question
https://bar-rts.com/replays/c66d646475e7a258ba9ed6afc057c460
- Kuchy comm drop shenanigans at top
https://bar-rts.com/replays/4d516464e3825f1dc324b4b38feb66f5
- Comm walk right into Screwish's base
https://bar-rts.com/replays/667464648d7da70bc12f10a42254f94f
- Kuchy comm drop on Riley's base
A couple more replays with the changes, can't remember what happened:
https://bar-rts.com/replays/0c606464b589b497d37176dac29fc63a
https://bar-rts.com/replays/88566464f07fb10b31a8acb9296cdb6f
In general people play the game and judge. You will always find the odd exception
https://bar-rts.com/replays/667464648d7da70bc12f10a42254f94f
Also in this one Disnof, Caliburn and myself were discussing in spec chat and there was some consensus on some things.
Live, dynamic data such as replays, leaderboards and live battles for the RTS game Beyond All Reason
Wouldn’t it be fair to apply the same kind of rigor on players approving the changes?
changing com + transport interaction might be worth looking into
I provided a video which you used come to opposing insights
the Requiem casted game? 😄
A video someone had already posted before you
You just don’t trust me. I wonder why
Do you trust me ?
No
I mean I was strictly against the unba & to me it feels weird you say "lasering coms is now boring"
Well we can leave it at that then.
Biggest thing is, comm gets to your base either by walking or drop... you can't dgun it, you can't llt, you can't self+D your comm... it's kind of unstoppable. Markivs eventually ended up bombing it with like 15 T1 bombers.
Because I think you are neither being fair nor being perfectly sincere
I'm mostly fine with new update since I think it does reduce volatility, but I think the comm explode radius should be definitely tweaked and tested + new ranges shown on widget
Also might wanna increase T3 lab build power requirement by like 200% because the Marauder spam is getting a bit out of control.
Right now you need a small health difference and you can laser down a com and survive
Keep this thread on topic please
so it's much better yeah?! no to reduce volatility
you saw the distance it takes to chase down?
It's all related since we are talking about comm wreck value.
rather than looking at your base for 2 sec and getting combombed
It’s even worse with 2 coms
right now after a push you get gracious space to reposition
isn't combombing worse with 2 coms?
No if you are being chased you lose
is it boring because you cant win lane with one cloak & go in and take 4k metal?
how else it suppose to work? its 2 units with same DPS same speed and same HP one with more starting HP just always wins
since right now you have to laser for 30 sec with 2 comms to get maybe just 1250?
since you don't trust me, though I'm not sure what I have done to deserve your distrust, there's not much I can do to convince I am sincere other than be a person of my word, which I believe I am.
now if you have more concerns about my character, I kindly ask you to take them up with me personally in DM and leave this thread for discussions about the comupdate, especially tested experience, which is the entire point of me starting this thread in the first place thank you very much
that does reduce volatility for sure
like I dunno Sabu.. Unba was very volatile, and I bet there are things to look at with all the laser differences (core vs arm comm) & more indicators when you can combomb too
It leaves the loser in a worse position because the winner has the com and the metal
thanks a lot @rancid lantern
worse position than currently after getting combombed?
just setup deeper defence once you moved to front, so you'll have llts to retreat back to
as you give space, you'll get more support if you are losing the laser battles
In a combomb situation other factors matter like what about where’s your army or ally armies
i never liked those combomb situations as ally, do you really loved leaving your lane bc noob next to you just went kaboom
and now you HAVE to run because there is 4k metal there
now, sure the lane might be lost, and still get pushed in, but theres likely much more units saved
Well you will have to run anyway because there is an enemy com, no own com left and metal on the floor. How will the one stop that
units?
Units? With combomb or with com surviving?
after unba shenanigans, I don't think the comm is that big of beast comparatively, and all the games I played with comupdate doesnt indicate to me that the loss is as big as with the comtrades. surely there is also pretty some delay in terms of healing + reclaiming your corpse, that you can use to setup some extra defences on the next spot.
hey Klu
very much like yourself, I'm not a fan of comdrops and the coinflip high risk high reward situation it creates is quite unfun to me and a lot of others
I do believe the changes actually make comdrops more difficult, I've watched your replays and I have some notes:
1.Kuchy dropped in front of a base, walked in and dgunned, nothing here was any different had it been the old com. In fact the comdrop cost Kuchy so much that he never recovered and was pretty much taken out of the game, which west eventually won
2.Screwish here could've kept a distance with Kuchy and survived, instead he went to hugging distance and died instead in the comblast. This would've meant the trade would have been a lab and some solars for a commander, considering Kuchy had nothing in his base, no lab or anything, this would be a very positive trade. It's understandable that people are still figuring out how everything works out
3.Unfortunately, here Riley has the old reaction of walking away from a combomb. Had he instead stayed by his llt's he'd be able not only defend, but take out Kuchy's commander witouth himself exploding. Kuchy walking up and dgunning the 2 llts and then walking away is also exactly the same as with old commander. In fact, since Kuchy's commander doesn't get attacked for a long time after that, the change actually worked against him, since he never got back the HP he lost due to HP regen nerf, and he later died faster than if this was with old coms. In the end, the units that ran by Riley did more damage than the commander, and a lot of this is attributed to the fact that Riley had an idle lab for most of the time up until this, and the enemy had 10+ grunts in his base while Riley hadn't even made his first unit this game yet.
I understand a lot of people perceive the changes to favour comdrops, and players like Kuchy will always try this sort of play, but the replays don't lie. An increase in players trying comdrops also does not indicate it being stronger.
@rancid lantern
^ I'd love it if this thread looked like this most of the time
I agree there is a significant degree of players not being used to the changes and just in general not being pro level players.
However before the changes dgun + selfd were viable defense methods against a comm drop - these have now been removed, so I disagree with the statement "nothing here was any different had it been the old com".
In the Koom replay, for sure this was not relevant as it was not a comm vs comm situation
what would have been different in that first scenario?
kuchy flew to the base, the commander wasn't there, there weren't any units to stop the commander, it walked in and dgunned the base
In the DSDR replay with old rules Screwish could just dgun Kuchy before he gets to his base, and then allies would pick up the 4K metal.
In the Nuclear Winter replay, Kuchy is now able to walk up and dgun 2 LLTs easily, this was not possible before
I would argue that
killing enemy commander + losing your lab
is more valuable than
killing enemy commander + losing your commander
especially 2 minutes into the game
this was absolutely possible before
Yes but much tighter margins on HP with the LLT bonus
true, but would have been irrelevant here since there was nothing to punish Kuchy, and as mentioned, in the long run, Kuchy ended up with less HP than had it been old coms
in addition to the fact that had Riley not moved away with his commander, it would have completely shut down Kuchy's play, giving the defender an additional tool vs comdrops (other than running away out of fear of losing both base and commander)
Right. I guess if you enable dgun its very similar to putting the old blast radius back.
it also protects defending commander from being dgunned
What's the reasoning behind the 2000->1250 change?
Stop game being over from 1 noob donating comm?
reduced comblast means it destroys less units/base
so it needs less metal to compensate for that
overall the changes decreases the volatility of the game
meaning that a single (mis)play or a second of looking away will be less likely to decide a whole game
this enhances strategic play over quick reactions
the old com interactions often meant all-or-nothing coinflip situations, this should slow things down to a point where long term decisions are more important
Enhances long term decision making yes, but it could also encourage more people to send comms front, which would increase micro requirements.
also true
I'm open to ideas of making the commander staying in base stronger which don't also increase commander at the front
(buildpower increase for example would also make front commanders much stronger)
I don't think I've seen a clean simple solution to that
Yeah that's tough
I think as part of this need to look at uw comm interaction with above water comm - they underwater laser is stronger and with lower comm blast, easy to survive lasering a comm above water. Also I think damage drop off is reduced considerably in the water which means your own comm survives a blast with more hp than it probably should
I remember there was an issue of uw comm being able to shoot above water but not the other way around, this is def something that should be fixed
damage drop off is reduced considerably in the water
does it? where did you get this from?
I think this is the case I need to double check, but it looked like that during a game I played yesterday where my comm survived with a lot more HP than I was expecting.
comblast dmg, esp to commanders is something that probably needs adjusting
Here's the game of concern: https://www.beyondallreason.info/replays?gameId=73346464658ee23033aa02b8a6797ef7
To me, it looked like my comm was close enough that it should've also been caught in the explosion, you can judge though. It took less damage before the blast than I thought, but it still looked close enough that on land I think it would've been dead. Look in east sea starting about 8:30
interesting
I guess to be sure he shouldn't have self D'd so early and kept lasering for longer but the damage does seem low
it does seem rather unpredictable how much damage the comblast will do, early in the thread someone shared an image of the differences
as mentioned before, the comblast damage, especially vs commander is something to be tweaked, especially in the direction where it's more predictable
Yeah I think water does something to the dropoff too, reducing damage beyond a certain radius more than above water. Not sure on the actual game mechanics there, but "normal" comm didn't have the same problem. IMO instead of having dropoff, keep the same type of comm explosion but decrease the range overall to preserve predictability.
They other day I mentioned potentially making comms give 6 m/s, making them more valuable economically. Obviously that affects the whole early economy, but not necessarily in a bad way.
You can tell water has some effect on AoEs when you see the damage plasma does when hitting the water rather than the unit
It's pretty clear (from what i remember)
there's a difference also with explosions happening at the surface of the water, and the distance to the bottom
Another thing you could do is make the commander much more effective at defense by giving him a weapon that can shoot over labs. Heresy, I know, but an arcing rocket would make his plodding, explosive self not a complete liability in a base.
I think an eco buff can be good to buff leaving com at home (I like T1.5 mex's buildable by com myself) but I would be concerned giving com extra m/s overall wouldn't really change much besides giving even more metal for super early rushes/harass.
It seems like the goal of having commanders retain value as the game advanced is simply at odds with its capabilities. It's very strong early game and then becomes fairly weak until endgame. Maybe the issue centers more on incentivizing retaining the commander thru mid game for more than the hope of D gunning a titan.
I know there is a desire to keep the commander from being too much of a "hero unit" but maybe it's an option worth exploring. The addition of 1-2 abilities with higher energy cost might be interesting, high enough you can't just use them on 0:00 eco.
Give armada a 10k energy radar sweep that's the size of a T2 radar for a few seconds. Core gets a medium range laser or something. Both get a boost to 1k BP for the cost of burning energy. Just some ideas
Things that are basically better versions of things the commander already does and are not entirely unique, so it's not crippling to lose the com, just convenient to keep it around.
I do like the general idea of those tbh
Played a bunch of 4v4's yesterday with the comupdate enabled so figured I would write down my thoughts so far, didnt read all the comments since there are so many - just a disclaimer 😛
- There are a lot of changes at once so it's hard to judge impact of each change seperately. I feel its a bit bloated of an update? Maybe I just need to play more with it to get a better feel 😛
- Smaller commander wreck - Losing com is already quite punishing. I feel weird about this because you still get loot from securing wreck, but the comeback potential is smaller when defender gets it. Kinda less risk, less reward? I think this is alright because killing a com when you see a chance should be semi-obvious decision, not careful weighing of how much army you will lose to comsplosion and how big a setback enemy getting wreck will be and other stuff you cant figure out in heat of moment.
- Weaker comsplosion - Thank god, the whole my com is my pocket nuke thing was kinda silly and often a showstopper for pushes or extreme tax for not paying attention for 5 seconds. Only thing I dislike is that there is no other way to judge whether your com will survive a ''duel'', have to do it by feel is silly and there should just be clear numbers/delineations. Then again the vagueness protects against situations like oh you misstepped, now you die inevitably type stuff cuz hard to weigh own risk.
- 4k com hp and less regen - I dunno, having to actually repair your com is an alright skillcheck I guess but more punishing for newbies I suppose. In the end its kinda needed with comsplosion changes and such.
- Removal of special damages: Very annoying if you don't realize the update is on, but otherwise much better because you can actually use com aggressively.
- D-gun immunity - eh fine, dgunning comms is kinda silly imo and this makes for more interesting gameplay.
These are my thoughts so far, mightve missed some stuff, happy to answer any questions in the unlikely event there are some.
I think you caught exactly the idea behind the change
kinda less risk, less reward
huge risk huge reward can be an issue in a strategy game, and toning that down somewhat was a large point for the change
it is indeed a lot, but they're all tied together and try to keep the careful balance that was in place before
should just be clear numbers/delineations
this is a very valid point and something that's being looked into atm
Different kind of feedback: I played a game last night that made me wish I was playing the update. Our techer got hit by a very early nuke(almost certainly because of lucrative commander self-d) and a commbomb broke our frontline.
After the frontline broke they just poured in.
I think this is alright because killing a com when you see a chance should be semi-obvious decision, not careful weighing of how much army you will lose to comsplosion and how big a setback enemy getting wreck will be and other stuff you cant figure out in heat of moment.
I just wanna say: you should already be weighing it, and most players decide to kill a com when it's not even slightly worth it.
One of the first pieces of advice I give to new players is go for the commander last – kill everything else first.
idea for making comm more useful as base tender later in the game:
build power and more eco buildings in build list if t1/t2/t3 lab/con exists
can be smth as simple as +200-300 build power if any t2 lab present
Yeah I agree, but there is a lot going on all the time and it's often not feasible to make this calculation in the 3 seconds you have between deciding to kill com or not. Im a little biased (and this lines up with your advice I suppose) because the answer is almost always a clear "Nope, you will lose more than you gain from killing com"... In a game where one of the perennial objectives is to kill all commanders 😅 but in fact its just a noobtrap to do so often. Some similarish games like supcom/faf (at least when i played) rewarded comsniping too much and that didn't make for good gameplay imo, but being almost always punished heavily for it feels silly and unfun, at least to me 😛 I haven't played bar long enough yet to have a really good feel for the game but even ~150-200 games later this is one of the things that keeps biting me in the ass even when I think i'm coming out ahead 😅 maybe im just too aggressive but that kind of mindset should not punish me in a wargame imo - again just my opinions 😛
Glad to hear my feedback/experience aligned with the intention, that should be a positive right? ^^
Balancing stuff is an incredible pain, so thanks for your work ^^
Oh should probably say incase it wasn't obvious, but I do very much think that the game with comupdate is better than game without it 😛
I haven't been able to play enough for a reasonable sample size to have strong opinions, but my gut feeling is that these changes are quite okay. I'm glad you're thinking of messing with the explosion numbers, because frankly I'm going to miss the oomph 😄
With such severe changes to the game mechanics, we will need to wait for weeks and months and see what new meta will be established by this.
Playing like 2 or 3 games with this while everyone is still confused does not tell anything. Same for commenting and trying to draw conclusions from random gameplay situations at the moment
TLDR 😛 when its gonna be released?
Well, just like in chess how laser-focus on the enemy king will lose you the pieces you need to actually fully check-mate him...
Sure, I get the analogy and that it's just a part of the game to play around it. But I also think it's not terribly great game/balance design to have it be like that and the postpatch version at least gives you a chance to have units survive/eke out benefits rather than take a practically guaranteed setback for completing a primary game objective ^^ I think the fact that it has to be given as advice to nearly all players that to go for the comm will disadvantage you heavily and that even with some experience it's still nearly impossible to leverage the situation to your benefit supports my opinion to an extent. Anyway its just my opinion so maybe I shouldnt press the matter and stop spamming the balance discussion 😄
:D
Seems like now is the time to discuss it, to me.
I already did and stated my opinions, I dont really have anything to add to the discussion at this point.
I personally would like to retain the gigantic explosion. But I don’t think that’s reasonable with also forcing commander resigns. That really would cause a community revolt, I think.
Where is the part of the proposal that losing commander forces resign?
Not present. Just something referred to in passing previously that isn't under consideration.
okay that just feels like a scary rumor to repeat xD
Lol, that was not my intention.
Where can we see the curve on commander explosion damage? Even pretty close to each other com seem to take very little damage, if you can land 1 or 2 janus shot then you can simply run to the com and finish with laser and survive the explosion without issues
I think the doing damage then running the enemy commander down is happening because people don't know the right counter play yet. Going to do some tests when I can get on PC. I think the proper response is sending a few units in to equalize the HP, or build a body blocked tower they can't Dgun. If they try to go around your body block you have the inner angle and can maintain the block and still get build time. Also people extending their commander so this can happen in the first place.
the explosion damage is under review and will be changed
Okay that's good
I also realized just now that I typoed a vital word in that. Should have been without forcing comm resigns.
Hmm I wonder if a penalty on comm death but not resign force would work. Like "rerouting command functions" and all your units are stunned for a few seconds.
That's a fun idea
Losing com is punishment enough in the update, don't think we need an army wide stun
@faint hinge maybe not, I personally prefer the quantity over quality ideas approach. I might have an idea that is not good but inspires someone else to have an excellent one.
non-logarithmic graph of the damage
red is vs normal units, blue is vs commander
I would like honestly thank everyone who shares our passion for this game and spends their time and effort into sharing their experience and ideas all with the idea of making this the best game it can be.
The comblast being quite unpredictable was indeed a valid concern.
It's now been adjusted to a very simple linear dropoff where distance and damage has a 1:1 relation and special damage to commander was removed.
From 5000 dmg at 0 distance (literally on top of exploding commander) to 2500 at halfway and 0 at max distance.
This should make com explosions much more predictable.
I'm also looking at a widget that would clearly show if your own commander is at danger of exploding from a nearby commander with the current HP. (thank you @robust schooner for the idea)
Another issue with dgun irregularities has been fixed.
This is now live in the modoption, again, feedback, especially on the new comblast, is very welcome.
More information to follow soon.
As a difference, this will make comblasts overal do slightly less damage, except around max range where it does slightly more.
Against commanders though, damage is increased from what it was at all ranges.
Meaning small advantages against enemy commanders will still mean both commanders explode if they laser each other.
That's awesome news
Since the damage is now far lower and with a linear falloff, what about increasing the blast radius a bit?
definitely a step in the right direction.
One irks me is the dgun immunity.
its an inelegant solution.
and also the fact its gonna be that much harder to kill commanders earlier
in this sense it takes away from different playstyles
I would prefer all the benefits of these changed but also not taking away commanders being able to be fragile.
perhaps for future changes you can allow the commander to start with the same original hp and if the player desires, up grade it.
Same thing goes for dgun.
a more elegant solution would be to take away the dgun and replace it with some other similar weapon that does limited damage and then allow players to decide to invest money in upgrading it to a dgun.
but devs don't want upgrades in that sense
@deft totem why would making it harder to get to t2 prolong the game?
players stop agression to go t2, thats what prolongs the game.
if they have more time to use t1 units to achieve an advantage the game will shorten.
it's hard to kill 8 players with t1
@molten ravenwell if thats true they should reconsider since its proven itself just fine in supcom
but this game is not supcom and devs don't want it to be supcom
adding com upgrades does not make it supcom