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Help with commander build

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10 years ago
Okay so I've been playing with support commander for quite a while and I really liked it. Since unlocking the cloak and shock rifle coversion, I've been very interested in making it a sniper. However, it damage output is not really that interesting. I want my commander to be able to walk in, take a shot (single shot a stinger) and walk away. Is this possible? And how do I achieve the highest damage output?

Also I'd like to ask if upgrades for the gauss rifle affect the shock rigle and what good does it do to have two gauss and two shock rifles?

Also, does 100% reload mean more or less reload time

Thank you
+0 / -0
Okat commarde. You want to make sniper com which will pwn everything.
Shock rifle was nerfed a lot, so it is not that powerful anymore.

There is 2 ways:
1) Take 2 Shock Rifle: 3000 dmg 600 range 12 reload
2) Take Shock Rifle 1500 dmg 600 range 12 reload
and Sunburst cannon 2400 dmg 450 range 12 reload
So you get 3900 dmg, but only 450 range.

Now you should find a balance between amount of Advanced Targeting Systems and Damage Boosters.
quote:
take a shot (single shot a stinger) and walk away.
Stinger have only 2 475 hp, so it is almost one shoot from Sunburst and differently one shot from 2 Shock Rifles.

quote:
Also I'd like to ask if upgrades for the gauss rifle affect the shock rigle and what good does it do to have two gauss and two shock rifles?
No. Gauss rifle upgrades don't affect shock rifles.

quote:
Also, does 100% reload mean more or less reload time
It means longer.

And remember. You better fight that morphing your com.
+1 / -0
10 years ago
2 snipers would be alot cheaper than useing your comm.
+6 / -1
10 years ago
Thanks banana_ai!
+0 / -0

10 years ago
quote:
2 snipers would be alot cheaper than useing your comm.


THIS.

if you would like ideas how to configure coms, have a look at top20 players in team games (commorph in 1n1 is not a justifiable option beyond level 0/1 i was told).

generally speaken for snipers, i personally prefer range over damage. you cannot have both. if you take cloak module on com or put a eraser walker unit to guard you com is your choice. as the walker is buildable (make a cloaker building and morph to walker in not fac avaialble), i prefer to safe the spot for another module.

so with 2 shock rifles and max 8 range modules you get a skuttle-magnet with 1080 range and 2*1500 damage at DPS of 250 with cloaker module, at a total cost of 4000m. dont forget to set on hold fire after each morph level to not causually reveal yourself. get a flea screen to detect my skuttles before you die.

for comparison:
Catapult : 3500metal
Damage 8 800 (220 x 40)
Reloadtime 30
Damage/second 293
Range 1 450
Area of Effect 128


else, happy com morphing, i keep a skuttle warm for you.
+4 / -0
My advice would be to not morph commanders as a main part of your game at all. Usually I leave my support commander unmorphed until I have more income than my fac is running then morph it to level 1 with a particle beam and damage booster. The reasoning is that you will not come in for raiding heavy enough to kill your com before you have the income to morph it to level 1, where it will be able to defend itself against most raiding parties. This does leave you in your base longer building defenses and energy generators, but you are usually left with more E income and less stalling at the beginning. You may want to skip the usual raiders and go straight for a con to expand faster, but this is largely dependent on the map.

I personally see morphing a commander as a main part of your strategy when you could have got units instead to be a sin. I very rarely morph my com past level 1 unless I am excessing, in which case another com level is better than the metal being completely wasted.
+2 / -0
GBrankTheSponge is totaly right.
There are only 2 case when you morph your com:
1) you are playing on trololo or another silly map.
2) you don't play seriously and wanna use your trollcom.
+0 / -0
quote:
if you would like ideas how to configure coms, have a look at top20 players in team games (commorph in 1n1 is not a justifiable option beyond level 0/1 i was told).


GBrankKyubey has won many a top20 1v1 with troll com
GBrankKyubey has awsome com designs (you should use them)
GBrankKyubey talks about GBrankKyubey in the third person
GBrankKyubey is back to cause meyham and troll once more
GBrankKyubey presents to you a picture of ham


but seriously, sunburst+2 damage boost+5 adv target and you can 1shot an HLT (at 600+ range) (and snipe anything with less then 2800 hp)
+1 / -0
10 years ago
> GBrankKyubey talks about GBrankKyubey in the third person
Isn't it an illness?
+1 / -0
10 years ago
Something with enough HP to survive a bomber-snipe at your mobile +4/+4 inCOMe is even with a very small gun a decent fighter.

I don't like how expensive hp modules are and how powerful the weapons are compared to assault units -> that is how I would use my com.
+0 / -0
10 years ago
a comms main use is bait, you morf your com, send it to the front, and bring a f***load of long range snipint units to support it.

then its all a mater of waiting till your enemy runs out of units trying to kill your comm, the more survivable(shields/autorepair/servos) the com is the more effective bait it will be.
+0 / -0
10 years ago
quote:
then its all a mater of waiting till your enemy runs out of units trying to kill your comm

then its all a mater of waiting till your enemy gets licho, skuttle, sharpshooters, ticks, infiltrator, pene or something else.
+2 / -0
10 years ago
or once your enemy has wasted all their unit killing your com you could like attack them... and reclaim all the wrecks, and attack them some more...

no wait forgot :P in zk we dont do that silly attacking buisness
+1 / -0
Sniper com is best for newbs. You cant micro well some aggressive com builds like jump com or dgun com (most likely) so sniper build is best. You can snipe HLTs at slightly bigger than anihilator range it is just pure win. Also most lvl1 lvl2 coms die in 1 shot!

My ~1 year+ not changing sniper "Shhh I m OP" build is cloaker + those things flying around you (great skuttle detectors gives LOS defends from flea spam and so on) and rest advanced targetings.
+0 / -0
10 years ago
The drones are great for coms with few dmg boosters.

Maybe I should make again a jumper com with pure hp modules (mobility by jump) ;)
+0 / -0


10 years ago
Btw a sniper comm can't outrange anni anymore, even with a full range module stack.
+0 / -0
10 years ago
Sniper bombard commanders can still outrange the Annihilator.
+1 / -0

10 years ago
Godde often plays with a strong Battle Comm. Usually he does these when he plays the weak factories like Jump or Spider, because they both lack proper riot power, so maybe it's another 'Only Godde can do it' thing. But Comm morph is viable in 1v1.

It's just not as good as you -think- it is, and you should learn to use units first.

I only morph my commander when I have accidently my economy and am excessing, because morph is free BP.
+2 / -0
10 years ago
Com morphing to level 1 is viable early game if you include an E cell, since you get 10 E (which is 350 in solars) and a weapon for 250-350 in the first minute or so. Later on, it is not good unless you are playing a map like Duck for combat. Buildpower coms tend to have some use in the mid-late game, especially if they can rez things. In most other cases, though, you're better off with normal units.
+0 / -1
10 years ago
that only makes your com more attractive for a snipe USrankTheDarkStar >:-}
+1 / -0
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