Commander Overlap a serious problem
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+1
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Sadly, I don't think we will see this implemented any time soon ... as it would add variety and depth to the game that's currently sold piecemeal as DLC.
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A simple fix to the commander bloat is to stop the automatic CP allocation once a commander is chosen, and allow for manual allocation across all three. Redundant commander abilities would be obstacles to unlocking late-game abilities and units, and add a component to choosing an efficient load-out.
Commanders would then become an adaptive and dynamic doctrine tree for players to customize and develop new strategies with. The linear one-track commander method is just, well, stale.
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also input lag!
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Thanks Flash for putting fancy colors on pictures to make this problem even more clear and more obvious. We've been complaining about this commander system since beta. Instead of getting better, it's getting much, much worse, as more poorly balanced commanders are piled on to the already overblown collection.
Removing the strategic choice between Left-Hand-Side and Right-Hand-Side has never made sense.
Putting global upgrades (like PPsH, Smoke, FHQ, etc etc) into a Commander makes the core game more shallow with less strategic variance in each game.
Flashing yellow lights as CPs count to 25 is just like WTF how could this pass any design test? When a game goes deep and 19 CPs flash big yellow icons in my face I'm just thinking to myself, "WTF is Relic trolling me? Is this a joke?" I hate that commander abilities auto-unlock. What's the fun in that?
Totally agree!
@ OP, great work. Let's hope Relic listens! +1
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for example, the german player chooses ostruppen as his first doctrine but at 6 cps he choses mechanized assault.
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Good job WhiteFlash, please everyone who agrees put a +1 on this thread, only with strong numbers we can make things change
Long time lurker here, I think this is a good time to lose my -post- cherry.
+1
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The current commander setup is so strategically boring it almost hurts.
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Hey I figured I might as well post this. It is from another thread, but probably more relevant here:
Thats not a solution, simply because it will allow abilities which are too powerful to both be in an army, example Shocks AND Guards.
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