#Commando buff

1 messages · Page 1 of 1 (latest)

wild pond
#

Since the heavy transport can no longer carry 4 of them the commando has started to feel completely worthless. It's too expensive to put it in danger and it's too weak to attack most valuable targets. Can't the heavy transport get it's ability back to carry 4 of them? It at least allowed for a lot of mobility other advanced bots didn't have.

thorn pulsar
#

i don't think 4 commandos will do much more than 1

#

the real way to use commandos is offensive mine laying in the enemy base to blow up buildings

#

and 1 can do that just fine, and that's always been the way commandos were used

wise otter
#

do u rly want to put commandos in heavy transports to begin with?

amber crown
thorn pulsar
#

except the con turret is probably busy trying to reclaim the commando, and this is where the commando's gun comes in

glossy imp
#

commando needs at least 80% emp resist

#

enemy builds a commando, you just build an air lab IN RESPONSE
and make the shruiken, and you're fine

silk wing
wise otter
#

commando doesn't need inregrated AA imo

#

kinda like tremor (but not nearly as bad) having a 'good' commando is bad gameplay

#

cuz of how much value they can get in base laying mines by eco, if they had even a little AA

verbal yoke
#

Remove the mines yes pls also emp resist and AA yes

wild pond
# glossy imp enemy builds a commando, you just build an air lab IN RESPONSE and make the shru...

I usually find a shruiken not needed. Just a few T1 units can take it out with ease.
BTW: I still do struggle getting use out of shruiken. It's just so hard to use in the chaos of battle since you need them and also a unit that can do damage. But I do think EMP resistence could be a good thing though I do feel a commando unit should have some ability to interfere with the base though I can't find mines in their build. But it's something they should have, they are for commando raids, not for front line battle.

wild pond
wise otter
#

its mostly vibes based on whether it would be fun to play against or not

#

tremor very unfun to play against, and commando running around ur base shooting down shuriken and laying mines by ur bp and eco is also similarly unfun

#

at present its rare that a commando gets value and when it happens you are mostly just left impressed because of the skill generally required

#

but if it becomes a 1-person anti-backline unit with AA that doesn't die when it's transport is shot down, has built in radar jammer, and can 2-shot a fusion with mines thats not rly fun

#

particularly because there is no Arm equivalent and the Cor botlab is presently very very good

astral hawk
#

Emp resist when

wise otter
#

there used to be some dude called Juzer that would make tweakdefs in his high skilled Supreme Strait lobby to buff commando with things like emp resist, or add the ability to make nettles

#

nobody really liked it other than him and it never caught on

astral hawk
#

It's completely fair that gunships gank the commando, but a half dozen shuri can shut down a commando

wise otter
#

u only need 2 shuirken to stun a commando instantly

astral hawk
#

I think it can make thistles atm

wise otter
#

i didn't think adding nettles passed the Juzer tweak and made it into the game maybe that tweak is still going around?

astral hawk
#

Now I am genuinely unsure

wise otter
#

twitcher can make aa maybe thats wat ur thinking of?

#

the main reason I'm personally against commando having any sort of AA is I think units should have clear counters to them and adding the ability to hard-counter your own counter with AA or nettle makes them somewhat un-counterable
none of that is meant in absolute terms, LLTs will still kill commandos for example, although commandos are very fast and can just run to where LLTs are not but in loose terms counter just means u can stop a unit with less resource investment than the unit itsself costs

thorn pulsar
#

the hard counter to commando is forward AA

#

if it needs to walk it's dead

austere seal
#

But, but . . . "Commando" implies badass implies can take any threat and chew bubblegum

silk wing
#

rushing t1 units is an accpetable counter

wise otter
#

its completely acceptable because flying commandos don't die to figs

wild pond
# thorn pulsar the hard counter to commando is forward AA

I think increasing their price and giving them very weak AA and high resistence to EMP can be worth trying. That they can serve as a way to punish players who rely too heavily on Shurikens alone and doesn't invest enough in forward AA.
That being said I can also see how it would be very stressful since that means you have to have defenses everywhere and nowhere is safe.

silk wing
#

imo commando is a way to punish sim city people who don't have a factory

thorn pulsar
#

my issue is that it punishes the same thing that bombers punish but worse

wild pond
#

True and maybe commando's don't fit BAR all that well. It stands out because it has relatively little micromanagement involved

wise otter
#

bad commando = good gameplay

#

they basically have to be ultra niche because there is no Arm counterpart

austere seal
#

If the unit is objectively bad regardless of how much apm you have, there's no reason to have it in the game.

#

I much prefer the logic of,
"It's not op if everything is op."
than,
"It's balanced if everything is mediocre."

wise otter
#

i basically mean ultra niche by bad

vapid jay
#

I've get the best idea. I think you will all agree. Let commandos capture like a commander.

astral hawk
#

Honestly I think that would be fine

silk wing
#

That would be hilarious and either a marginal buff or a useful ability

glossy imp
#

what about the tick? ultra niche?

#

When the unit that instantly shuts down a commando is:
-cheaper than the commando, so much so it's still cheaper if you include the cost of the entire t1 air lab
-can fly anywhere on your side of the map, far faster than a commando
-can be built fast enough on response (no scouting) that you don't take significant damage

#

commando is not niche, it's useless

#

and if you say, just get air control. If you have aircontrol over their base, why don't you just make 3 gunships

silk wing
glossy imp
silk wing
#

Platy does similar stuff and is much better

#

*did I play too much isthmus

glossy imp
#

if only geo sea/pond had an extra path to the sea

#

plats are suuuuper good on failed negotiations

silk wing
#

Gremlins also need 30 APM, have little dps, but have one fifth cost and actually work

glossy imp
#

gremlins extremely good

silk wing
#

Extremely dumb idea

#

Commandoes cloak when stationary

glossy imp
#

-not that expensive
-can do a lot of dmg, or at least disrupt bp
-at higher os, perma scout alone is insane. it is so much better than a scout every 3-4 minutes

silk wing
#

Honestly

#

With such an expensive unit

#

The commando deserves 1 more OP feature

glossy imp
#

expensive single units are hard to balance in BAR, they have a tendency to get countered by emp/abductor or spam

#

commando is meant to be a micro heavy unit, not purely reliant on the surprise factor (like X bombers)

#

what if commando takes reduced dmg from it's mines, and recieves much more impulse from it

#

so you can send your commando flying 1/4 screen with your mine

#

giving it an escape vs spam

#

basically reaper mine for the commando

#

you can catapult your comando part way up a cliff to save it from spam

#

then build a transport to get out mb xD

#

reaper+mine is a proven high-skill cieling design from sc2

wise otter
#

Well Cortex has their rover but I agree shuriken is busted

#

That’s more of a shuriken issue than a commando issue imo

cursive halo
#

its good that its "off meta"

#

just like skuttles, theyre worth when youre really good and investing lots of micro and thats enough for that kind of unit

#

either you balance it by the highest skilled players or you balance it for average players in wich case it becomes Op at the highest skill

wild pond
glossy imp
#

It is sort of a shruiken thing, ez fix just give commando emp immunity

wise otter
#

actually why not just make commando a bit cheaper?

#

and keep it very mid

#

it's not like more commandos would suddenly be game breaking

cursive halo
#

quicker commando could be gamebreaking tho

#

as in appears earlier

#

kind of like a rushed gunslinger

glossy imp
#

i prefer quality unit that actually does its role
garbage low commitment unit is how you get spam

astral hawk
#

Commandos have one health but are as cheap as pawns

thorn pulsar
#

commandos have the health of a behemoth and act like a mecha tengu from red alert 3 but you need a dedicated tier 4 lab for them

ancient zephyr
#

I tried to do a sneaky play last night with a few commandos going through the water and found out the jammer doesn't even work underwater as they saw me coming and killed me. I was very disappointed. Why does the jammer not work underwater?

verbal yoke
#

Sonar maybe?

ancient zephyr
#

yeah, I think so, it jams radar but not sonar

#

which means the jammer is useless when they're in the water

grand ibex
#

The ideal way is to airdrop them, preferably thru an area with no enemy vision. If i recall correctly, I think u can airlift a jammer in another transport, with yr commando to keep the transports stealthed. I might be wrong on this. See if it works.

ancient zephyr
#

I think the commando jams the trans itself, but I don't think any other units do that, not sure though

#

still have to avoid air vision that way though

#

and most aa units have good air vision

wild pond
#

I am convinced it's best to just cut the commando entirely. It just clashes with the game design and is impossible to balance in a fun way

glossy imp
verbal yoke
#

I think u just need take a look at what commanders can do for the game. Currently its a minelayer/Paratrooper

wild pond
verbal yoke
#

I think I get your point. My proposal is to make it a unit that can assist skurmishes- Have radar, jammer, AA and BP. Current problem is that it tries to be too many things at once

cursive halo
#

so if someone only relies on anti air in a spot wich realisticly can only be attacked by air this creates a new attack vector and punishes having no units or static defense

glossy imp
#

overwhelmingly it's more profitable to greed vs their porc first

spiral copper
silk wing
regal tendon
#

You fly the transport over the building and then when the commando would land if it lands on top of a building and not land it will bounce and if you do it just right it just flies across the map

astral hawk
#

Radar jammer, not sonar jammer, I assume

amber crown
#

Does mean it jams the above surface ships from underneath which is pretty useful. Can't get sniped as easily.

ancient zephyr
#

One minor thing I'd like for Commando is the grid build menu to be improved, it has buttons for two empty menus and the default set of buildings has excess empty spaces, so takes extra work to find the stuff it can build

#

Just verified it was the sonar that initially revealed my Commandos, not radar while in water, and then they happened to be seen by a floating radar tower's sight as well (I didn't know I'd been visually spotted as I couldn't see them).

amber crown
ancient zephyr
#

No idea, I didn't switch to Grid until after they made it default, and it was already the way it is now by then. Making something harder to find on purpose seems like an ugly way to try to balance it, especially considering how little use it generally is already.

wild pond
glossy imp
#

greed vs greed + porc --> no direct interaction
aggression vs some greed + some porc --> units are fighting

#

actually pros still do lots of attacking but they often use the cheapest units that don't leave wrecks

#

committed pushes are very high risk in bar, and also difficult to execute

#

so players are not incentivized to do them.

wild pond
glossy imp
#

eh, BAR has a lot of UI aid

#

one can get 50os with shockingly low apm
just by mastering other things

wild pond
#

That is only aid if you can keep up. I still find it hard to make use of and not forget more important things.

glossy imp
#

i mean controlling an army you can line drag formation

#

if you are not fast, you can still do one effective command (with practice) instead of spamming 5 clicks

wild pond
#

But you still have to constantly maintain formation and order reinforcements.

glossy imp
#

not saying it's easy to learn, but being fast is not neccesary, esp like the level of execution below 50os is not insane compared to more competitive games

wild pond
wild pond
glossy imp
#

well yeah there is a balance. many plp find 1v1 too aggressive

wild pond
glossy imp
#

btw rushing can generally be defended with defender's advantage

wild pond
wild pond
#

No, I think we've both made our points

austere seal
amber crown
austere seal
#

We talk about balancing at the highest skill level, but are high skill players actually making plays with commandos on any kind of regular basis?

#

I literally can't remember the last time I've seen any notable play by commandos. I think only once in past year, and not necessarily against high level players. The last commando attempt I've seen, the transport got over the enemy afus stack before getting shot down, then the commando just bounced off the afuses for like 5-10 seconds before being promptly killed.

#

It's not really a unit that can be rushed, since its expensive in t2 and can't really fight much. In any kind of 1v1 situation, all else being even, by the time a commando can come out, the other person should already have plenty of vision, be able to get air support, and able to tick/grunt spam to promptly shut down commando sneaks.

In "highest level of skill" discussions, we also have to consider the counterplay at the "highest level".

#

Meh, the whole paratrooper thing is a cool concept, but right now it just seems jank and annoying af to balance around.

wet tendon
#

Make it self D like a skuttle

wise otter
#

It should be able to transform into a Garpike like megatron

gleaming bluff
#

It should be able to build AA

#

Or increase its cost but allow it to build cons

#

Then it will be an ultimate cheese unit

tranquil smelt
#

Fun Zoo advocates OP premise is faulty because multiple commandos aren't much more useful than one.
#1301449685520875521 message

Commandos should be able to capture? Belongs in a separate thread, "should any vanilla units besides commander get capture?" #1301449685520875521 message

"Commandos should cloak when stationary" neat idea. I can make this happen easily if desired by BLT
#1301449685520875521 message

Lol no flying commandos. Against game design document. #1301449685520875521 message

I don't think any of the team wants to cut the commando out.
#1301449685520875521 message

#

Overall impression I get: no consensus as to what or if anything should be done.

#

Of course, as always I read carefully what has reactions, so make sure to react to things in the future. 🙂

glossy imp
#

Commando definitely useless because you can build shruiken in response, the commando costs more than the entire t1 airlab + 1-2 shruiken

#

I've seen juzza use them decently. The main answers to commando are spam and later on, gunships.

#

No, bringing fighters/aa with your commandos is not a valid answer, if you can gain air superiority over the ENEMY PLAYER'S BASE, why don't you just kill them with bombers or gunships?

fresh scroll
#

would giving it more emp immunity help?

glossy imp
#

i don't have an opinion about the various jank solutions I think people are getting lost in the sauce

#

emp heath is based on unit hp, the commando has extremely low hp per cost, so it would need like 90% emp resist at least I imagine

#

Also worth noting commando strength differs a lot based on amount of map dead space around the edge, cliffs, and how greedy players are

fresh scroll
#

it can be kinnda good to keep it underwater

twin gust
#

The problem is that commandos, as an expensive t2 unit, come out far too late to deal impactful damage, at least in 8v8s.

#

By the time commandos can be built, players are already streaming units across the map and have a full AA screen, which means that any commando likely won't get far in, and even if they do, will get cleaned up quickly.

tepid comet
#

maybe just lowering the price would make sense

silk wing
#

Lots of stuff would be fixed if commando has Jaguar aa

#

And can build nettle

austere seal
#

My biggest issue with Commando is I want to use him like a cool frontline combat commander prime to give my units unjunoable stealth and do repair/reclaim and kick around grunts, but it has the HP of like a t1 veh con and just dies anticlimactically to whatever crap is coming out late t2. :I

glossy imp
#

the identity is a harrasser / high micro unit that is weak in head on fight

austere seal
#

Even if you doubled it's health it would still prolly die to anything else for cost, lol

glossy imp
#

which is fine. unit is slippery and got a lot of micro potential

austere seal
#

Commando to auto-reclaim enemy units in range while its repair beam isn't busy (in addition to shooting), for increased dps, and eating tickspam

#

if there isn't already a sanctioned auto-eat widget

#

too silly? xD

amber crown
#

We here talking about buffs and they nerf commando's strongest tool 😭