#Decoy Commanders should have Sonar
1 messages · Page 1 of 1 (latest)
Makes sense to me
Would be a nice option
Decoy commanders shouldn’t be out of line if the regular commander with the exception to the dgun and the death part
Also they shouldn’t have the same build options and have lower bp
they should be able to build sea stuff commanders can
it's one of botlab's ways of interacting with underwater stuff
Is there a reason their build options are way more limited? I don't mind that as much as not havin sonar
Also Sea mines would be a great addition to their build list.
ships can shoot the ground vs naval mines right?
idk, I think naval engineers are the only unit that can build sea mines and I almost never build them, I would assume they float on the surface and can be shot with above water weapons.
They already don't have the same build options and should have the exact same HP their primary function is deceiving enemies.
they should add the same build options. flexible underwater unit / builder that also has trickery
like... an 800 metal unit can't only be good for deception
So where did we land on this, I want to make a tweak for it and suggest it to the balance pack.
Sonar 450 range
Naval Mine
@shrewd osprey what sea options do you suggest? it can build solars and tidals and radar, which means it can build floating radar but not the radar/sonar and storages.
So Floating T1 AA, Torpedo launches and radar/sonar?
is there a balance issue with it being able to build everything?
I think it has been designed to not have the labs on purpose? But I don't think this was the case in OTA.
i guess you can remove the factories, and have everything else maybe
lets see
torp launcher, naval aa, camera, coastal torp, walls, and naval walls, naval energy converters. just everything but factories
note, decoy coms now have sonar and radar, I added it last night