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I have to disagree about some maps Saktoth. On large flat maps like [url=http://zero-k.info/Maps/Detail/55646]Comet Catcher Redux[/url], that are dominated by vehicles(Rovers, Hovercraft or Tanks), the commander should stay in the base. The commander simply cannot keep up with your army and becomes more of a liability that needs to be protected as large raiding forces might swarm him.
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1 |
I have to disagree about some maps Saktoth. On large flat maps like [url=http://zero-k.info/Maps/Detail/55646]Comet Catcher Redux[/url], that are dominated by vehicles(Rovers, Hovercraft or Tanks), the commander should stay in the base. The commander simply cannot keep up with your army and becomes more of a liability that needs to be protected as large raiding forces might swarm him.
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Also Rover, Hovercraft and Tank constructors are significantly faster than Commanders, so Commanders will basically be wasting their buildpower moving slowly across the map anyway.
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2 |
Also Rover, Hovercraft and Tank constructors are significantly faster than Commanders, so Commanders will basically be wasting their buildpower moving slowly across the map anyway.
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3 |
Economically the commander is worth about 220-320 metal in comparable buildpower in a Caretaker or 2 constructors. The commander generates +4 metal income per second which is 2-3 completely FREE metal extractors(MEX). 2-3 MEXes is 140-210 metal. It also generates +6 energy per second which is equivalent to 3 solar generators worth 210 metal. Then it also have onboard storage worth 100 metal that needs to be rebuilt if you lose the Commander. That is 670-840 metal in just pure economic value that is lost if the commander is destroyed.
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Economically the commander is worth about 220-320 metal in comparable buildpower in a Caretaker or 2 constructors. The commander generates +4 metal income per second which is 2-3 completely FREE metal extractors(MEX). 2-3 MEXes is 140-210 metal. It also generates +6 energy per second which is equivalent to 3 solar generators worth 210 metal. Then it also have onboard storage worth 100 metal that needs to be rebuilt if you lose the Commander. That is 670-840 metal in just pure economic value that is lost if the commander is destroyed.
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4 |
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5 |
Now
if
you
upgrade
the
commander
to
level
2
just
for
the
weapon,
costing
75
metal,
with
Beam
Laser,
Machine
Gun
or
the
Lighting
Gun
the
Commander
have
about
equivalent
combat
value
of
1
or
2
riots
worth
about
220-500
metal.
That
upgrade
75
metal
cost
for
the
weapon
can
also
be
delayed
until
you
spot
incoming
units
if
you
are
on
the
ball.
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5 |
Now
if
you
upgrade
the
commander
to
level
2
just
for
the
weapon,
costing
75
metal,
with
Beam
Laser,
Machine
Gun
or
the
Lighting
Gun,
the
Commander
have
about
equivalent
combat
value
of
1
or
2
riots
worth
about
220-500
metal.
That
upgrade
75
metal
cost
for
the
weapon
can
also
be
delayed
until
you
spot
incoming
units
if
you
are
on
the
ball
meaning
that
it
is
a
pretty
good
defense
against
small
raider
parties
breaking
through
to
your
base.
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6 |
However, the risk of losing the commander on the shifting frontlines on large flats outweighs the benefit of having a slow riot that can't keep up with neither your army, nor the enemies army.
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6 |
However, the risk of losing the commander on the shifting frontlines on large flats outweighs the benefit of having a slow riot that can't keep up with neither your army, nor the enemies army.
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7 |
Even on medium sized flat maps like [url=http://zero-k.info/Maps/Detail/55928]Red Comet[/url] and [url=http://zero-k.info/Maps/Detail/7128]Alien Desert[/url] I generally keep the Commander in the base because of the risk of losing the Commander and its' slow speed compared to vehicles.
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7 |
Even on medium sized flat maps like [url=http://zero-k.info/Maps/Detail/55928]Red Comet[/url] and [url=http://zero-k.info/Maps/Detail/7128]Alien Desert[/url] I generally keep the Commander in the base because of the risk of losing the Commander and its' slow speed compared to vehicles.
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8 |
Losing the Commander can in many 1v1s be a soft game ender that puts you far behind if you play too risky with it.
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8 |
Losing the Commander can in many 1v1s be a soft game ender that puts you far behind if you play too risky with it.
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