Commanders First Look!

Joe

Member
Joined
Mar 4, 2024
Messages
14
My complaints are basically the same as everyone else but feedback is feedback:

-Art style looks way different from the rest of the units in the game.
-The size is ridiculous and i do mean absolutely ridiculous; how did you guys not think we wouldn't like it as soon as you put it next to the other units? I get the mech being that size, it's a mech after all but the knight? I wouldn't use it just to maintain my army looking somewhat realistic.
-Hopefully they do more than just "a cone shaped attack" but i still wouldn't care if you don't resize the stupid thing.
-The knight switches to a tank/bike/mech after certain level i'd assume? i mean, i don't think the devs are dumb enough to have generals do so and then the brand new unit that's supposed to be better than generals don't, right?
-The command post, as stated above, would have been a much more obvious option for the Commanders to come out of.
-If what you wanted was for the commander to stand out from the rest of the army you can just give them a banner sticking out of his back (like samurais irl) and that was it, no need to make him stupidly giant.
 

Harlems369th

BHG Community Manager
Staff member
Joined
May 6, 2022
Messages
1,579
Sounds great, but I would have liked the customization to go beyond skins and looks.

For example, I would have liked to be able to equip them with different weapons depending on the battle. Maybe also the ability to equip them with different gear that boosts different stats such as an armor to increase their hp or boots that increase their movement speed etc..

Also, I believe it would have made more sense for Commanders to spawn from the Command Post along with the onetime special unit spawn, not the fort which already spawns 3 generals and machine gunners.

But anyway, I believe this is going to be a great update. Thanks for your hard work and maybe consider these ideas for the future.
Interesting that folks are assuming the commander spawns from the fort. We only said that they're available when you upgrade the fort. You'll find out more in the update notes next week! 😉

Who knows what future updates for commanders could bring when it comes to equipment, but I like where your head's at!
 

Harlems369th

BHG Community Manager
Staff member
Joined
May 6, 2022
Messages
1,579
@Harlems369th

I kind of wanted you give some feedback with the news. I’m really hoping there more to commanders than just the changing of skins and leveling them up via the Manufactory.

I was pretty happy about this potential new units as I figure you might provide aura buffs for defensive and offensive bases.

But going from the information so far provides they both seem like a general 2.0 and we can now have up to 3 Gen on the field and 2 commanders. 4 Gen for Defender with Pentagon.

I know your team can do this mechanic as Ferdinand Foch provide the aura.

Harlem - please tell me commanders do more than just act like generals 2.0. Just say there more. We aren’t sharing the new abilities yet! :(

My hopes are crushed if this is it. Custom Skins and 2 new units that will act like generals.

Thanks for the information. But I am truly bummed.

View attachment 14050
I say again -- More information will be available in our 13.0 Patch Notes later this month!😁
 

Dhruv patel

Approved user
Joined
Aug 27, 2017
Messages
491
My complaints are basically the same as everyone else but feedback is feedback:

-Art style looks way different from the rest of the units in the game.
-The size is ridiculous and i do mean absolutely ridiculous; how did you guys not think we wouldn't like it as soon as you put it next to the other units? I get the mech being that size, it's a mech after all but the knight? I wouldn't use it just to maintain my army looking somewhat realistic.
-Hopefully they do more than just "a cone shaped attack" but i still wouldn't care if you don't resize the stupid thing.
-The knight switches to a tank/bike/mech after certain level i'd assume? i mean, i don't think the devs are dumb enough to have generals do so and then the brand new unit that's supposed to be better than generals don't, right?
-The command post, as stated above, would have been a much more obvious option for the Commanders to come out of.
-If what you wanted was for the commander to stand out from the rest of the army you can just give them a banner sticking out of his back (like samurais irl) and that was it, no need to make him stupidly giant.

i agree the knight is huge make him smaller and hannibal is on elephants even in level 100 cause they said elephants are the ancient tank and some troop tactics we get are old troops with age specific stats... so it isn't farfetched for him to stay a knight
 

Horsepower

Approved user
Joined
Aug 26, 2016
Messages
465
I say again -- More information will be available in our 13.0 Patch Notes later this month!😁
Harlem, please tell me that these commanders aren’t going to be just another overpowered attacking unit. It’s bad enough that defense is already getting smashed by bombers, demolitions and others. Your commanders announcement article Mainly spoke of attacking. Will defense also evenly Benefit for the commander rollout as well? If so, please incorporate these facts in the future. As a defender, I have been on the sidelines and not playing much because it’s basically useless and now a waste of time. I’m hoping BHG changes their ways and truely recognizes that attacking units in the higher levels are much to overpowered. I do plan to come back in, spend money and get back into playing again only if I see progress in this area. Trust me, I’m not alone.
Those commanders look really cool. Your graphics staff deserves a lot of credit. But, please talk with your BHG peers and bring the high levels back to a fair balance. Thank you, Dradis
 

Rollin

Well-known member
Joined
Aug 10, 2022
Messages
128
Harlem, please tell me that these commanders aren’t going to be just another overpowered attacking unit. It’s bad enough that defense is already getting smashed by bombers, demolitions and others. Your commanders announcement article Mainly spoke of attacking. Will defense also evenly Benefit for the commander rollout as well? If so, please incorporate these facts in the future. As a defender, I have been on the sidelines and not playing much because it’s basically useless and now a waste of time. I’m hoping BHG changes their ways and truely recognizes that attacking units in the higher levels are much to overpowered. I do plan to come back in, spend money and get back into playing again only if I see progress in this area. Trust me, I’m not alone.
Those commanders look really cool. Your graphics staff deserves a lot of credit. But, please talk with your BHG peers and bring the high levels back to a fair balance. Thank you, Dradis

Youre right, I forgot that the mortars will destroy the commanders within seconds, that would be an offensive buff. The generals are destroyed within seconds with 400k hp
 

nobodyknowsthetrouble

Approved user
Joined
Feb 28, 2018
Messages
595
The style has been inconsistent in recent years. Back and forth from photo realistic to realistic drawings to exaggerated comic-like drawings and animations; some of last year's images reminded me of Boom Beach. Now we seem to be drifting back into a phase of unrealistic graphics. The thin legs break off when such a large body with heavy armor receives a hit. 🤣
I also hope that the size has been increased in the teaser to make the unit more visible. In the game, the knight should not be twice as large as horseback units. Did you notice that in the first few seconds, the Eradicator is twice as big as Ripley? So it is 4 times as tall as raiders. If it enters the battlefield at that size, it will even be taller than the towers.
 

BlueOysterCult

New member
Joined
Oct 26, 2023
Messages
2
Ripley can take down a helicopter? C'mon guys. It's a ground unit. Let's get real. Too powerful. Too much effor to defeat it. No more 5 stars in WW I'll bet.
 
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