what are you expecting me to tell him/her?
quote:
Are there any strategies for coms besides being a glorified builder hiding in the base in 1v1s? Seems no matter the setup they are more of a liability than an asset.
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with the current balance, the short answer is, unfortunately, "no".
People like to consider me a high level "commander" player but the elo i've gained recently is from 1v1 matchmaking and one of the key changes in my gameplay is not investing on the commander.
There are no reasonable commander builds that can take on even half their cost on raider spam + thunderbirds or racketeers, or even medium sized groups of fast assaults or blitz tanks. Enemy got a large squad of ravens? dead. Bumped close to a dante? dead unless you've got like 8x speed. Got stunned by a scorpion? dead.
Early in the game, a spider player can stun and kill a lone commander with a widow and fleas for about 500 metal.
A key escape strategy when your commander is cornered, especially if you got build power modules, is to bury it into the ground using terraforming. Get used to the hotkeys involved.
Another thing to note is that carrying your commander on an air transport will "stun" it so it won't provide the 4M/s and 6E/s. This mechanic has been kept as is because of reasons.
That said, on 1v1 and smaller team games, replace "being a glorified builder hiding in the base" with "being a glorified builder expanding and spreading defenses near the front line" while your army tries to out-fight or raid the opponent. It's risky, but the extra metal you get from expanding with it allows you to get a bigger army, and them being a liability has the effect of baiting your opponent into doing stupid moves, especially if it's the low hp recon commander which can jump away.
here's some potentially useful builds
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--- relatively cheap (army support)
GENERIC
- recon, engineer or strike form, mg or beam laser + disruption bomb, get only a buildpower module at level1 or none at all
(this one can be especially effective because the disruption bomb is OP at the moment, especially since it doesn't affect your own units)
ASSASSINS
- strike form with no modules other than the basic weapon, cloak and disintegrator gun
- guardian form with no modules other than heat ray, cloak and disintegrator gun
(these can be decent in team games to instakill other more expensive commanders, key defenses or heavies near the front line, it may be tempting to add other modules like build power but if they see your commander building stuff near the front line you'll lose the element of surprise or worse, the commander itself. They're also one of the reasons why the more expensive front line builds are crap)
--- somewhat more expensive (army support)
- start with one of the previous cheap builds, but get radar jammer + area cloaker (strike and engineer) or small shield + big shield (engineer and guardian)
the area jammer/cloaker is good value for money and not only helps your commander survive but sinergizes very well with high cooldown skirmishers like lances or firewalkers, which makes them harder to bomb, but can also be used to cover an assault
you can also morph up to level 6 to get all the bonuses inherent to the chassis (at this point strike form has over 6k hp and guardian over 7k, which is...decent, the others are more fragile)
--- expensive (a level 6 commander with 2 weapons and 11 modules costs about 3k metal, after that the base cost grows by 100 for each level: 400, 500, 600, etc.), so be prepared to spend like 6k+ to get to level 10 or so.
ASSASSIN
- guardian or strike form with heat ray, mg, disintegrator, cloak and a mix of speed (priority), hp and build power and regeneration. Some people level it until they get all the 8x buildpower, 8x hp, 8x speed, 8x regeneration
(like its cheaper cousin, this one hard counters most of the other front line commander builds so hard it's not even funny)
ASSAULT
- guardian form with dual rockets, napalm warheads upgrade and with 1x build power, 6x hp and a 2x speed, small shield and 1 regen module
SKIRMISHER
- guardian form with dual rockets, napalm warheads, 8x range modules and 1-2 hp and regeneration modules
- strike form with with dual beam lasers (or beam laser + disruption bomb), small shield, 8x range modules 1-2 hp and regeneration modules and/or small shield
(after investing about 1500 on these ranged ones, about level4, you'll get a unit which can both counter small and medium groups of raiders and enemy cheap skirmishers and riots frustratingly well if you can survive dancing around the front line with it, it will outrange cheap defenses and it's tough enough to overpower stinger towers one at a time and regenerate from the damage taken)
note that the commander itself only has 500 sight range, so you'll need support from an owl radar aircraft or a few skirmishers or AA units to provide the LOS (the AA bots from the shield factory are a cheap way to get good sight range).
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