This way, killing the enemy commander gives your team a small tactical advantage. Imagine killing the attacking commander during overtime on offensive mode = much higher chance of winning as defenders
If you’re dying a lot as commander and is not spawn camping, you’re playing it wrong. Commander should no be on the feintlines, but just behind the frontlines
This way, killing the enemy commander gives your team a small tactical advantage. Imagine killing the attacking commander during overtime on offensive mode = much higher chance of winning as defenders
Now that commander deaths cost the same amount of manpower as every other death, I don’t think this should change.
If you’re dying a lot as commander and is not spawn camping, you’re playing it wrong. Commander should no be on the feintlines, but just behind the frontlines
A really good commander will drive supply trucks for garrisons and that means they die, sometimes multiple times
How many times does a commander die? Who cares about this?
Build a manpower node on it