why certain people win on comet - Page 4

why certain people win on comet

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raneti
Posts: 148
Joined: 21 Sep 2006, 00:12

Post by raneti »

lol doesn't any1 understand? i'm not complaining, i'm competitive...
you can't win against te kind of misschief i described but make it public.
In the past even in this forum more people came up with horrid complains about cheating and all the poor guy got was bitching including: " Oh **** you now everybody knows now thanks to you" wich is hillarious.

I play every map that comes into play but i mention this because this is what tN plays lol and tehy bitch about this info because some are so ignorant they think they are the only ones they can count mexes lol.
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Peet
Malcontent
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Joined: 27 Feb 2006, 22:04

Post by Peet »

edit - meh, I'm going to avoid trolling here
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rattle
Damned Developer
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Joined: 01 Jun 2006, 13:15

Post by rattle »

Raneti, you are somewhat annoying and have a tendency to go on ones nerves. That being said, TA ain't all math. Let's assume the following situation:
Not all mex spots have been taken and both players got an even amount of mex spots (+/-1). They win and lose territory (and mex spots) through raiding and expansion but their economy is about the same. What impact does unfair metal distribution have now exactly? On the contrary most games don't take longer than 20-40 minutes, unless you play large team games. Then it may have some sort of impact. But CC is not quite the large map to play team games on, at least in my book.

This entire discussion is somewhat pointless and a waste of time... especially now that a mirrored version of CC exists. Let's rather stop it before it becomes an endless back and forth of "I'm the smartest"-speeches.
raneti
Posts: 148
Joined: 21 Sep 2006, 00:12

Post by raneti »

this was a discussion about team games too :)
i said it myself, the fewer the players the fairest the game with 4v4 beeing the unfairest
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Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Post by Forboding Angel »

Raneti, to reply to a comment you m ade earlier...

Personally I don't play to win. I play to have a good time. It just so happens that normally I win, sometimes I lose. What matters to me is that I had a good time.

A lot of times when I used to play AA all the time, when it turned into a porcfest, after about 1-3 hours I would start just doing dumb things with an intent to lose.

Honestly generally superlong games aren't all that much fun. SOmetimes they are... Meh, sorry for the off topic tangent.
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LordMatt
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Joined: 15 May 2005, 04:26

Post by LordMatt »

P3374H wrote:edit - meh, I'm going to avoid trolling here
I'm trying my very best to do the same :|
raneti
Posts: 148
Joined: 21 Sep 2006, 00:12

Post by raneti »

P3374H wrote:
edit - meh, I'm going to avoid trolling here
I'm trying my very best to do the same
can't stay away can you tough :lol:
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Ishach
Posts: 1670
Joined: 02 May 2006, 06:44

Post by Ishach »

Just stop posting in this thread. Everyone.
j5mello
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Joined: 26 Aug 2005, 05:40

Post by j5mello »

As someone who has no interest in this whole thing i have 2 things to say:

1) I'd like to reiterate my solution to this imbalance problem...

DON'T PLAY THE DAMN MAP!!! MOVE ON WITH UR LIVES!!! THERE HAS GOT TO BE AROUND 399 OTHER ONES TO PLAY!! TRY ONE!!! GASP, IT MIGHT BE FUN!?!?!?!

2) raneti i hate to say it but most of ur posts come off as arrogant. You constantly ramble on about how u speak the truth and that math proves all.

Guess what, when it comes down to it, life is 99% random chance. Everything is inherently unpredictable. You can't control everything, hell you can barely control anything except maybe yourself. So plz for everyone's sake move on. Leave this alone.
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hrmph
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Post by hrmph »

J5 is wise for sure. This topic is getting old :twisted: :twisted: :twisted: :idea:
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Comp1337
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Joined: 12 Oct 2005, 17:32

Post by Comp1337 »

j5mello wrote:Guess what, when it comes down to it, life is 99% random chance. Everything is inherently unpredictable.
Theoretically, nothing is random, but can be predicted once you can measure it with infinite detail.
Tobi
Spring Developer
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Joined: 01 Jun 2005, 11:36

Post by Tobi »

raneti wrote:I'm surprised no1 has written a strategy guide for this game yet.
You didn't look?
Hellspawn
Posts: 392
Joined: 24 Feb 2006, 11:54

Post by Hellspawn »

Comp1337 wrote:
j5mello wrote:Guess what, when it comes down to it, life is 99% random chance. Everything is inherently unpredictable.
Theoretically, nothing is random, but can be predicted once you can measure it with infinite detail.
Actually you can't predict next movement because you can't measure it objectively (your mesuremnt changes action of part you are measuring).
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NOiZE
Balanced Annihilation Developer
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Joined: 28 Apr 2005, 19:29

Post by NOiZE »

Hellspawn wrote:
Comp1337 wrote:
j5mello wrote:Guess what, when it comes down to it, life is 99% random chance. Everything is inherently unpredictable.
Theoretically, nothing is random, but can be predicted once you can measure it with infinite detail.
Actually you can't predict next movement because you can't measure it objectively (your mesuremnt changes action of part you are measuring).
Quatum mechanics are made of evil.


That statement kinda depends if you are mesureing things on micro or macro scale!
raneti
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Joined: 21 Sep 2006, 00:12

Post by raneti »

nothing...

mod please lock this topic
Hellspawn
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Joined: 24 Feb 2006, 11:54

Post by Hellspawn »

@ Raneti:
If you have 6 metal spots next to a bottom starting location and 12 metal spots at bottom, it doesn't mean top person will build 6 mexes while bottom player will build 12. The top person will after he will take 6 metal spots search for another. Sure, he will need a bit more time so he will only build like 10 metal spots while his opponent will take his 12. But 10v12 metal spots isn't huge difference, one weasel can turn that around. Again on CC, 90-95% is about skill and 5-10% about starting position. Not sleeping well the other night affects more then metal spots.

Also you presumed that CC is normal flat map without obstacles, which isn't true. So splitting it to to same size sectors and count metal spots is flawed from begining (not to mention you split upper part on 3 parts and below part on 4). Also after you get more experience you will find out, that players don't expand in "their square" but go wherever they see metal spot near, it's more efficent.

In 4v4 games metal position matters even less. It doesn't matter if someone has less metal and one has more in team as much as you think. You think 4v4 game is 4 times 1v1 game which is also wrong. 4v4 game is team vs team, so if someone has less metal and is in trouble other player helps him. In such games there are so many other variables which affect more on winning result. So again you theory is flawed.

I guess you should really stop finding excuses for your loss and tell to yourself you are losing because of a skill. Stop being in denial. Seriously you lose a game and start crying and call opponent an idiot (Tim).

You know if everyone around you appears crazy it probably means you are the one being crazy.

Now about chess.
You just need to learn every move like in school.
Because of this reply I am sure I know more about chess then you. Chess isn't about memorising. Only thing profesional player (and computers) memorise are openings. And after opening they analyse situation and search for optimum move. This is why one move lasts like 15min and not 5 seconds (and when he moves figure right away after opponent, it is because he predicted that move before it). It's same with computers. Optimising AI in chess is by removing number of moves needed to check. AI usually wins because it can calc more moves infront then human, although I saw many games where AI burned himself :). So yeah any half decent chess player would laugh at your sentence.

Do I have to go on?
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Min3mat
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Joined: 17 Nov 2004, 20:19

Post by Min3mat »

Hell......
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seriously you believe that...
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*shocked*

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seriously!!!!
christ. the top player has something like 5 metal spots right next to each other. The bottom has 3 spread out. It makes a freaking huge differenec and allows the top player to do whatever the hell he wants strategy wise, limited the bottom player. No s**t skill can still win a game from the bottom but you will need to be considerably more skilled than your opponent because he has something like 12 metal income just from patches soooo easily available. in that time the bottom can cap...4 -5? pathes, roughly the top can have had another 2-4 on TOP of the 5 he starts with. its like fighting with a 20% or so handicap, and its exponential, +1 metal early from the start -> more metal -> more cons -> more expansion etc etc etc. It is a big advantage and if you don't admint that...
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O.O
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Hellspawn
Posts: 392
Joined: 24 Feb 2006, 11:54

Post by Hellspawn »

NOiZE wrote:
Hellspawn wrote:
Comp1337 wrote: Theoretically, nothing is random, but can be predicted once you can measure it with infinite detail.
Actually you can't predict next movement because you can't measure it objectively (your mesuremnt changes action of part you are measuring).
Quatum mechanics are made of evil.


That statement kinda depends if you are mesureing things on micro or macro scale!
Yes it is.

Well there still will be mistake even in macro scale, you just wouldnt notice it. But you do need to mesure on micro scale if you want to make a precise prediction. Of course if you see car driving 100km/h in your way, you will know it will hit you if you don't move even if you don't calculate anything :P.
Hellspawn
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Joined: 24 Feb 2006, 11:54

Post by Hellspawn »

Min3 1 more mex in begining doesn't matter that much and usually it doesn't go on exponential. 1 more or less mex hasn't won game yet, even 1 weasel can turn that around.
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Ishach
Posts: 1670
Joined: 02 May 2006, 06:44

Post by Ishach »

Hellspawn wrote:Min3 1 more mex in begining doesn't matter that much and usually it doesn't go on exponential. 1 more or less mex hasn't won game yet, even 1 weasel can turn that around.
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