Atlas wrote:What about some sort of taunt ability that forces combat? It would be Hammer-only and they would get some kind of defensive bonus to help compensate for everything suddenly coming to take them down.
Taunt actually makes alot of sense, coz hammer termies are tanks and tanks do that kind of stuff to protect other units. Tho I am not sure if even caeltos can add this ability to the game.
On a side note,

I did think about the meaning of the 'no retreat' part on termies. Just like vehicles. It means you're supposed to or expected to contribute to the battle field for an extended amount of time (given the high hp) and consequently, suffer a terrible recovery rate (and we can all agree that repairing vehicles take much longer than healing ur units at base).
Hammer termies aren't doing that currently, coz of how slow they are. I think it may not be a bad idea to make them retreatable but lower their hitpoints to somewhere around 3 to 4k. Also slightly reduces the CD of TP to make it usable every 1.5 fights. Give players choice to tp out of base or into fights.. termies still walk friggin slow.
Just like the seer councils, with even less mobility.
I think this is ok coz melee can't contribute damage all the time (esp for terminator, melee). Their use is mostly to tie off other melees or to zone out opp ranged units until they gets gunned to the red zone.