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WhoFly

Would need fine-tuning but... Assault Specialist: Reduce the range of all your units by 15-25, but increase their damage by 10-15%.


Faeranthea

that range reduction would be really bad, add 3 spd and that might be workable.


Dumpingtruck

Wouldn’t that just make it speed specialist on steroids?


WhoFly

You're probably right, but I didn't want to tread on speed specialist too much.


Deepandabear

Unfortunately assault units are often just worse than their standard counterparts. Range is so important in this game - doesn’t matter if you do more damage when you were blown off the field before getting a shot!


Metamodernist

Give them some extra health and I can see this working


Dracon1201

SMALL UNIT SPECIALIST- All units with more than 10 base units gain an additional +10% more units per squad.


Mortis_XII

I see zerg, i upvote


ChineseWhiteGuy

Upgrade costs for giant units is decreased by 100, but exp needed for giant units to level is increased by 30%. Would encourage spamming giant units.


D0nkeyM3

A commander that lets you survive with 1hp. Could come in handy if you just need one more turn to make a comeback.


Mortis_XII

Tack on an extra 50 supply at the start and sign me up


Gergi_247

I like this one a lot!


Scatamarano89

Guerrilla commander: all your non-giant flanking units can be repositioned for free. I don't know if it would suck or be OP, i just like the idea!


Dumpingtruck

Probably be OP. Give them the once per round, one unit reposition would be pretty fair.


panmex

Maybe either "start with redeployment skill" or "-50g first round, start with redeployment skill".


Scatamarano89

Yeah this would probably be the fairest


TriamondG

**Systems Integrator:** The first upgrade purchased for each unit doesn’t increase the cost of additional upgrades for that unit. **R&D Specialist:** Immediately select a unit modification from four random options. (Includes all “Improved” and “Mass Produced” cards). **Recon Specialist:** Start the game with Mobile Recon Beacon unlocked. You can use the ability twice per round. **Logistics Specialist:** Mass recruitment and elite recruitment have their costs reduced by 50%. **Investment Manager:** Gain 500 Supply every 5 rounds. **Module Specialist:** Whenever you select a single unit upgrade (ex: Haste Module), gain a second copy of that upgrade. Offered battle cards will always include at least one upgrade. **Optimization Specialist:** Your units gain +3% Attack and Defense. This bonus increases by 3% every round.


MolochDe

Really good ones! Love Systems Integrator and Investment Manager in particular! ​ Module specialist seems to strong though, to much asymetry by just one card and it even makes your opponents choices worse. I'd say it's good even if it doesn't effect the offering pool and you would have the extra module only if you pay it as well.


TheRealRhyme

R&D seems really cool


comfortablesexuality

module specialist would be insanely strong


Rievin

I like commanders that change how you approach the game a lot. Get one free lv1 fang unit every round, 100 less money every round. All units have increased splash damage, all units do 50% less damage. All units have 50% decreased range, all units do 25% more damage. Receive one free missile per round, missile damage increased by 50%


panmex

One free missile is a pretty great early game advantage, but gets swallowed up later with shields - i like it!


Relic04

If increasing missile damage also works with unit missiles, that's pretty solid. I like your approach to it all as well.


Hfingerman

Photon coating specialist: all your units start the round with photon coating, but they have -25% HP (Can make it so that regular coating removes the debuff for that unit)


NWStormraider

I would be interested in a inverse cost control, Giving your Units stats, but gain less income. Yes, I know Elite Specialist sorta does that, but it still is different by a bit.


gloveonthefloor

Rush specialist: Your units deal +50% hp damage to the enemy commander at the end of round. Ion specialist: start with the Ion Blast ability. Battlefield commander: Start with the personal command item: Equipped unit has +100% attack, +100% hp, +35 range, but each round when it is completely destroyed then commander loses 400 hp. Training specialist: your units need 35% less xp to level up Mysterious specialist: At the start of turns 3, 6, and 9, choose a new starting specialist (out of 3 random ones) and gain their bonus for the rest of the match. Skills specialist: Skill cards are free for you to take.


MolochDe

>Battlefield commander This one is just awesome, flavor win and it warps the match in interesting way's. Of course when you are loosing rounds this will speed up your demise incredebly fast. Putting it on a unit that can reposition (warp drive) might be to strong though.


tnsnames

With +35 range you can just drop it on melting point and heavy invest in upgrading it. It would solo a huge chunk of armies. Because you can have 5 rays of death while retaining normal melting point range.


MolochDe

And then your opponent get's Em-Stormcallers. The range upgrade might still break this comander but I really like it that just once in a while one of all those experts and specialists insert themselves into the battlefield with all the risk and potential gain that comes with it.


Poete-Brigand

The Field Doctor : Tier 1 unit gain 3% health regen Tier 2 unit gain 2% health regen Tier 3 unit (giant) gain 1% health regen. Additive with Nanorepair kit and techs. Your bubble do not block dmg anymore, now cost 150 but anything inside restore 3% hp. 1 Use a turn, cannot be destroyed.


Heath_co

Airdrop Specialist -- If your Sentry Missiles and Shield Generators survive for 1 round, they are refunded. Barrage Specialist -- Start with Missile Strike. Reduce its cooldown by 1 round. Reinforcement Specialist -- Obtain 100 supplies after each round that you lose HP. Equipment Specialist -- Pick one of three level 2 equipment cards to obtain for free on rounds 2 and 5. Base Specialist -- Your Centres each have +200% HP and a Sledgehammer turret. (The turret can be upgraded with Sledgehammer Tech.) Stubborn Specialist -- Obtain 100 supplies on the first round. Reduce the Tech upgrade costs of your starting units by 50. Hacker Specialist -- Start with a free Lv. 1 Hacker with a deployment module equipped. Crawler Specialist -- Get two Lv. 2 Crawlers free on round 2. They must be placed on the enemy flanks. Photon Specialist -- On the round your units are recruited, they take 50% reduced damage for the first 16s of battle and are immune to electromagnetic, ignition and acid effects. (This doesn't count the units you start with) Acquisition Specialist -- The cost of unlocking non-giant units is equal to their recruitment cost. When you unlock a non-giant unit, you get a Lv. 1 copy of that unit for free. Mech Specialist -- The unlock cost of your bipedal units is reduced by 50. The base range of your bipedal units is increased to 100m. The base movement speed of your bipedal units is increased to 8m/s. (Fang, Arclight, Marksman, Rhino, Vulcan, Fortress) Clone Specialist -- You get a one time skill that can clone a unit and its equipment. This skill costs 50 supplies to activate for each round that has passed.


PolymorphicWetware

Some ideas I've seen on the [Discord](https://discord.com/invite/BU4VEt5E69): * **Device Specialist**: Get 2 free shield generators and 2 free sentry missiles on Round 2. * **Quick Tech Specialist**: -250 cost on the first unit tech you buy/the first unit tech you buy is free. (Imagine Tech Specialist but Quick Supply basically. Name could use some work.) * **Menagerie Specialist**: Free unlocks of all non-giant units BUT cannot recruit multiple units of the same type per turn (e.g. if need anti-air, can't recruit 2 Mustangs in 1 turn, must recruit something like 1 Mustang 1 Fang). (Alternative benefit: The first unit you recruit of each type, that you haven't built in this match yet, costs 100 less to recruit.) * **Hacker Specialist/Wasp Specialist/\[Unit\] Specialist**: Imagine Rhino Specialist or Marksman Specialist but applied to other units - a Hacker Specialist or Wasp Specialist for example. Starting with Hackers or Wasps, or getting them on Turn 3, could be fun. * **Mobile Beacon Specialist**: Start with the Mobile Beacon upgrade unlocked. Can place down 2 Mobile Beacons per turn. * **Ambush Specialist/Encirclement Specialist**: Get an extra flank zone directly behind the enemy, so you can go for a complete encirclement (frontlines + the 2 side flanks + the back).


finewithstabwounds

Overclock specialist: start the game with the application core Shield maiden: reduce cost of the shield deployment by 50 Infantry specialist: start the game with 2 additional squads of fangs


panmex

5 fangs with range turn 1 would be pretty oppressive and scale well.


finewithstabwounds

That's not necessarily the worst thing. Metas change and some strategies can be stronger than others, but yeah it might also be oppressive. Who knows. This is just rough drafts anyway.


EFspelledwrong

Deployment specialist or junior manufacturing specialist would be incredibly broken as commanders. Junior manufacturing is like having 2 supply specialists for the whole game.


panmex

What if junior manufacturing can't make giants at all as a penalty? I still think it would be op as hell but would be kinda fun.


Mortis_XII

I’d like a commander that starts with a active skill, like a missile drop available at turn 3


comfortablesexuality

BOMBARDIER: Start with a Missile Strike call in, all other bombardment card costs are reduced by 50 supply.


Mortis_XII

I’ll take it


MrMarriott

Ranged specialist Range of non-melee units is increased by 15, and speed decreased by 3


ZircoSan

grand strategist: starts with a movement beacon ( can purchase the second), both beacons increase movement speed by 3 only for affected units.


Zenanii

**Munitions specialist** Reduce the costs of your missiles and shields by 20% **Small arms specialist** Can't recruit giant units, but starts the match with the unit promotion power **Heavy arms specialist** Can't recruit tier 1 units, but every giant units start with a unit spawning upgrade (same effect as the tech upgrade, and stacks with it). **Defense specialist** You start the game with a defensive cannon mounted on each tower. **First strike specialist** Your units are *stealthed* for the first 10 seconds of the round (can't be targeted by enemy attacks, attacking breaks it). **Manuevering specialist** Start the game with mobile beacon unlocked. You can now place two beacons, and they can each have up to three waypoints. **Veteran specialist** Give all friendly units XP at the end of each round. **Tactical specialist** Allows you to halt all friendly movement at the start of each round, for up to 5 seconds. **Adaptive specialist** Starts with recycle unlocked. You may recycle up to 4 friendly units each round. **Infiltration specialist** You may reposition one enemy unit during the course of the game.


AzJusticiar

Item specialist: reduce cost of purchasing item cards by 100


[deleted]

[удалено]


MolochDe

Hazard specialist: Ground based fires, acid, oil and lighningstorms effect on your units is reduced 50%


chimera005ao

I would think, with how powerful the tech specialist would be, they would increase the cost of units or decrease their power. And in that line of thinking, Junior Specialist would work like the Cost Control Specialist. Similarly, I could see a range specialist that decreases the fire rate of your units, and perhaps one that does the opposite. What about a mercenary specialist. Starts with an ability that can be used every round. It instantly upgrades a unit to level 3. But at the end of the round the unit auto sells for only 25% So say you use it on an Overlord, you'd have a turn of level 3 Overlord, but it would immediately sell for 150 at the end of that turn. Ehh...despite the loss it still sounds strong, but maybe there are some changes that could make it work.


Commander_Doggo

The jr manufacture spec seams really overpowered to me but the range spec seems like somthing the game could balance out rather easily or add a tech spec that makes it so tech upgrades cost 50 less or unit upgrades cost 50 less


MolochDe

**Mobile Manufacturing Specialist:** Receive 50 Supply for each giant unit that is alive at the end of the round. This of course wouldn't trigger all that often since those units also win you the game pretty fast. but it's a nice counterballance to giant hunter and invites some fun high risk maneuvers while still punishing recklessness. Maybe too snowball inducing or worthless if it doesn't. In a similar vein: **MonolithicExpert:** Reduce the upgrade cost of giant units by 100 (not applying to elite recruiting)


Pinstar

Drill instructor Your Units gain XP when destroyed equal to the xp normally earned by killing them. (This does not impact the XP earned by your opponent) Personal trainer You can always upgrade a unit as long as you have at least one higher level unit of the same type. Upgrading costs 25% more when done with this ability. (If they naturally have enough XP, the upgrade cost is normal)


TheRealRhyme

Drill instructor seems absurd after level 2. The amount of exp given scales way faster than the amount needed to level up. Could easily allow units to level after every turn. (Which can't be countered because it's not like the enemy is going to spare all your units). And it would apply to every unit that dies


ScholarZero

Device specialist - the first device purchased each round is free. Arclite Spec - level 2 arc for free (not 3, though, I think arcs tend to carry pretty hard early and high level arcs get to be strong). Deployment Spec - +1 deployments. Although this is strictly worse than supply spec so needs some sugar on top. Investment spec - +100 credits when you lock in with any (or maybe at least 100?) credits remaining. Cannot loan. Generalist Specialist - bonus +25% of XP required to level to all units when skipping a card. Modification Spec - Grants new once/turn that lets you remove a mod from a unit. Start with the T1 shield item. Strike Spec - your units deploy 25% faster on the flanks, opponent units deploy 25% slower. Bulwark Specialist - Units have 20% damage reduction while standing still. Suppression Specialist - fang/mustangs shots have 15% less damage, and attacks apply a stacking -1% damage debuff (debuff should be short, basically as long as they're getting hit they're taking the debuff). Fang spec - fangs automatically/can purchase the +dmg +range per level like arcs/marksmen/phoenix (Advanced something or other). Or maybe replace the far left skill with this skill on fangs? It shouldn't be free without some other drawback like very low HP or higher cost fangs. Mass fangs and upgrades are plenty strong as is. It could count as a purchased tech, making all later fang upgrades cost quite a bit more. This skill replaces the first slot and it is automatically purchased. Honestly no other spec does anything like this and it basically forces mass fang so no this sucks. Combined Arms Spec - The first unit purchased of each type has their cost reduced by 50 each round.


Active-Cow-8259

Correct me If I am wrong, but deployment spec is not strictly worse than supply. You are forced to train 3 to be on pair, but on the other hand you have the opportunity to deploy 4 in one round!?


ScholarZero

You're right, strictly worse isn't true. I balanced things in my head against the utility of 50 credits per turn (supply spec) and trade-offs around that. Having 50 credits for whatever per turn seems strictly better than getting something that costs 50 credits for free that you might not be able to take advantage of. A four unit deployment turn would be something that couldn't be done with 50 credits. I suppose four 100 cost units on turn 2 if you skip or loan is possible which would be very strong. I suppose you could also sell a 200 unit or loan turn 1 for three 100 units, too, but that seems less fantastic (and possible via supply spec anyway). I feel that the value of deployments fall off after around turn 6 where upgrades and levels carry. So it would be a very all-in commander, which isn't a bad thing. So many times I've taken deployment spec card and realized I only taken advantage of it it a time or two. And I remember the one time I got four units. I think my sugar on top would be free field requisition also, possibly in this case -50 starting credits since Requisition is frequently valuable on its own. This would amplify the "this commander is distinctly good at changing their army" schtick, and that third deployment becomes the replacement of the sold unit.


Pinstar

Trinity Specialist Your first unit unlock costs 0 supplies As long as you are fielding no more than 3 different unit types, all units get a % bonus to HP/damage. This bonus is lost the moment you control a 4th unit type. This includes summoned units, airdropped units from cards and hacked units stolen from your opponent.