Commander Update details

Commander Update

Together with the new season, comes a new much anticipated gameplay update.

The commander is receiving all the attention it deserves and is now better adapted to the rest of the game as ever before. The goal of this change is adjusting the extreme volatility of the commander to be more in line with the flow of the rest of the game and reducing extreme high-risk-high-reward situations while allowing more strategic long-term decisions.

No options are removed from the wide arsenal the commander possesses, only the outcomes are brought more in line with the pace of the strategic game.

Summary of changes

  • Immune to the D-Gun
  • Increased HP (3350 -> 4000)
  • Death explosions do less damage, it is now possible for your Commander to survive killing an enemy Commander 
  • Removed passive HP regeneration during combat 
  • Reduced wreck metal value (2000m -> 1250m) 
  • No longer susceptible to special damage modifiers from certain units (for example Light Laser Towers)

Detailed changes

Commander D-Gun immunity: Commanders are now impervious to enemy D-Gun attacks. In line with the previous change, this means defending commanders are no longer a liability at risk of destroying your own units any time an enemy commander gets anywhere near.

Increased HP: 3350 -> 4000 Commanders will be able to survive all-in sudden attacks more easily

Refined blast mechanics: Comblast damage has been adjusted for better tactical control. Instead of destroying almost everything in the entire area with then an immediate dropoff, the commander now deals 5000 damage at its point of explosion, with a steady, predictable linear dropoff to its max range. This means full HP commanders will no longer immediately blow up if at a shooting distance to other commanders (but still will if closeby or damaged).

Strategic Regeneration: Commanders are now in line with other units in that they no longer receive mid-combat HP regeneration. So while they are more difficult to burst down, any prolonged engagement or push will be made much more difficult and will force the commander to retreat.

Reduced Wreck Metal Value: 2000m -> 1250m Since exploding commanders destroy less stuff around them, the compensation can be lowered as well, meaning a single bad engagement will less likely decide the outcome of a game. It also makes the choice between using one’s own commanders’ metal or keeping the commander more nuanced.

Streamlined numbers: Hidden numbers and mechanics whose only purpose is to counterbalance a frankenstein of a commander are nobody’s friend. With the above changes which bring the commander closer to the rest of the game, special increased damages from turrets are no longer needed.

Giving more tools to the player, favouring strategic play, and changing your commander from a ticking time-bomb or tech-up scrap-metal, to a full member of your army is at the core of Season Zero.

Commander Update

Together with the new season, comes a new much anticipated gameplay update.

The commander is receiving all the attention it deserves and is now better adapted to the rest of the game as ever before. The goal of this change is adjusting the extreme volatility of the commander to be more in line with the flow of the rest of the game and reducing extreme high-risk-high-reward situations while allowing more strategic long-term decisions.

No options are removed from the wide arsenal the commander possesses, only the outcomes are brought more in line with the pace of the strategic game.

Summary of changes

  • Immune to the D-Gun
  • Increased HP (3350 -> 4000)
  • Death explosions do less damage, it is now possible for your Commander to survive killing an enemy Commander 
  • Removed passive HP regeneration during combat 
  • Reduced wreck metal value (2000m -> 1250m) 
  • No longer susceptible to special damage modifiers from certain units (for example Light Laser Towers)

Detailed changes

Commander D-Gun immunity: Commanders are now impervious to enemy D-Gun attacks. In line with the previous change, this means defending commanders are no longer a liability at risk of destroying your own units any time an enemy commander gets anywhere near.

Increased HP: 3350 -> 4000 Commanders will be able to survive all-in sudden attacks more easily

Refined blast mechanics: Comblast damage has been adjusted for better tactical control. Instead of destroying almost everything in the entire area with then an immediate dropoff, the commander now deals 5000 damage at its point of explosion, with a steady, predictable linear dropoff to its max range. This means full HP commanders will no longer immediately blow up if at a shooting distance to other commanders (but still will if closeby or damaged).

Strategic Regeneration: Commanders are now in line with other units in that they no longer receive mid-combat HP regeneration. So while they are more difficult to burst down, any prolonged engagement or push will be made much more difficult and will force the commander to retreat.

Reduced Wreck Metal Value: 2000m -> 1250m Since exploding commanders destroy less stuff around them, the compensation can be lowered as well, meaning a single bad engagement will less likely decide the outcome of a game. It also makes the choice between using one’s own commanders’ metal or keeping the commander more nuanced.

Streamlined numbers: Hidden numbers and mechanics whose only purpose is to counterbalance a frankenstein of a commander are nobody’s friend. With the above changes which bring the commander closer to the rest of the game, special increased damages from turrets are no longer needed.

Giving more tools to the player, favouring strategic play, and changing your commander from a ticking time-bomb or tech-up scrap-metal, to a full member of your army is at the core of Season Zero.

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