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.
#Commando buff
1 messages · Page 1 of 1 (latest)
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
do u rly want to put commandos in heavy transports to begin with?
One can't build a mine faster than a con turret can reclaim it.
except the con turret is probably busy trying to reclaim the commando, and this is where the commando's gun comes in
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
Commando needs integrated AA
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
Remove the mines yes pls also emp resist and AA yes
How?
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.
I don't know what does and doesn't count as "good".
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
Emp resist when
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
It's completely fair that gunships gank the commando, but a half dozen shuri can shut down a commando
u only need 2 shuirken to stun a commando instantly
I think it can make thistles atm
Oh rip
i didn't think adding nettles passed the Juzer tweak and made it into the game maybe that tweak is still going around?
Now I am genuinely unsure
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
But, but . . . "Commando" implies badass implies can take any threat and chew bubblegum
shuriken is too op a counter, too fast
rushing t1 units is an accpetable counter
its completely acceptable because flying commandos don't die to figs
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.
imo commando is a way to punish sim city people who don't have a factory
you don't need defenses everywhere, even a light fighter wall is enough
my issue is that it punishes the same thing that bombers punish but worse
True and maybe commando's don't fit BAR all that well. It stands out because it has relatively little micromanagement involved
bad commando = good gameplay
they basically have to be ultra niche because there is no Arm counterpart
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."
i basically mean ultra niche by bad
I've get the best idea. I think you will all agree. Let commandos capture like a commander.
Honestly I think that would be fine
That would be hilarious and either a marginal buff or a useful ability
ahem the shruiken
don't see that being ultra niche
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
- only 1 APM fight command needed
replace "commando" with any other existing unit (bombers, raiders, nukes, gremlin, gunship) and compare
Platy
Platy does similar stuff and is much better
*did I play too much isthmus
if only geo sea/pond had an extra path to the sea
plats are suuuuper good on failed negotiations
Gremlins also need 30 APM, have little dps, but have one fifth cost and actually work
gremlins extremely good
-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
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
Well Cortex has their rover but I agree shuriken is busted
That’s more of a shuriken issue than a commando issue imo
no because the concept is cancer
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
Maybe just cut them cause they do kinda conflict with the game design which focuses more on efficiency and land control than micromanagement.
It is sort of a shruiken thing, ez fix just give commando emp immunity
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
quicker commando could be gamebreaking tho
as in appears earlier
kind of like a rushed gunslinger
i prefer quality unit that actually does its role
garbage low commitment unit is how you get spam
Commandos have one health but are as cheap as pawns
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
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?
Sonar maybe?
yeah, I think so, it jams radar but not sonar
which means the jammer is useless when they're in the water
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.
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
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
what's the game design you're thinking of and how does commando clash?
I think u just need take a look at what commanders can do for the game. Currently its a minelayer/Paratrooper
BAR is about cost efficiency and large scale formations and movement. Not about micromanagement of a few elite units.
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
the game allso has the design philosophy that every defense should have a weakness, and comandos are a weakness in anti air because they just drop to the floor when their transport dies
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
ehh, rattlesnake with nanos behind it are pretty damn hard to break
overwhelmingly it's more profitable to greed vs their porc first
ambassador is pretty good at killing those
Ambassador hold fire
I remember someone labbing skipping the commando off of buildings a really long way
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
Radar jammer, not sonar jammer, I assume
Does mean it jams the above surface ships from underneath which is pretty useful. Can't get sniped as easily.
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).
Didn't it used to have medium mines on a single click, and they made it harder to find on purpose?
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.
I don't see that as a problem. BAR should not be exclusively for the pro's.
i just find greed boring. putting incentive on attacking leads to more interaction
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.
The problem there is that anyone who's not able to be fast enough will just get obliterated. Making online BAR pretty exclusive
eh, BAR has a lot of UI aid
one can get 50os with shockingly low apm
just by mastering other things
That is only aid if you can keep up. I still find it hard to make use of and not forget more important things.
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
But you still have to constantly maintain formation and order reinforcements.
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
you can use autogroups
I do. But you still have to give the commands
I just find it stressful and also monotonous if rushing is objectively superior. Cause it often leads to games coming down to just who can get the first unit to the enemy and everything else becomes irrelevant.
well yeah there is a balance. many plp find 1v1 too aggressive
Yeah because it often feels like there is only 1 variable that matters and that's speed. Any other concern is irrelevant
btw rushing can generally be defended with defender's advantage
If you have no troops then you can't defend. That means getting troops out first is all that matters.
lets move to #⭐|main
No, I think we've both made our points
Would be cool if D on commando just selected med mine. xD
I think the idea was that it should be in the same place between constructors. But yes I might add a keybind to do something like that.
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.
Make it self D like a skuttle
It should be able to transform into a Garpike like megatron
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
Fun Zoo advocates OP premise is faulty because multiple commandos aren't much more useful than one.
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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
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Lol no flying commandos. Against game design document. #1301449685520875521 message
I don't think any of the team wants to cut the commando out.
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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. 🙂
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?
would giving it more emp immunity help?
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
it can be kinnda good to keep it underwater
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.
maybe just lowering the price would make sense
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
the identity is a harrasser / high micro unit that is weak in head on fight
Even if you doubled it's health it would still prolly die to anything else for cost, lol
which is fine. unit is slippery and got a lot of micro potential
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
We here talking about buffs and they nerf commando's strongest tool 😭