How to pwn at altored - Page 5

How to pwn at altored

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DemO
Posts: 541
Joined: 18 Jul 2006, 02:05

Post by DemO »

Dood then the comm just dguns the enemy base to shreds... And you could always just self d the atlas instead to blow him up.
manored
Posts: 3179
Joined: 15 Nov 2006, 00:37

Post by manored »

Units are paralized while being transported so they couldnt...

Off course that you could still comnap/comdrop, but you wouldnt be able to use the com as a weapon...
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1v0ry_k1ng
Posts: 4656
Joined: 10 Mar 2006, 10:24

Post by 1v0ry_k1ng »

i reckon some altored players would just disable all mobile units except krog if they didnt have to traul through the long list deselecting
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Pxtl
Posts: 6112
Joined: 23 Oct 2004, 01:43

Post by Pxtl »

1v0ry_k1ng wrote:i reckon some altored players would just disable all mobile units except krog if they didnt have to traul through the long list deselecting
Actually, disabling L1 combat units would probably be pretty popular.

Here's my thought for "Safe-Time Annihilation":

(1) The L1 kbot/veh factories are replaced by the L1 Construction Forge (looks like kbot lab). It builds
- Peewee/AK
- AA Kbot
- con-bot (modified - can build L2 V-lab too)
- minelayer

(2) The vehicle stuff and all the L1 combat kbots are moved into the "Combat Forge (graphically an L2 veh lab)" which can be built by any L2 con unit. All L2 cons can similarly build the Hover lab.

(3) The L1 transport plane can't airlift comms.

(4) The L1 navy is similarly de-combatified - L1 navy can only build subs and con-boats. All the other L1 units are instead built by the L1 Amphicom.

(5) The L1 air plant can't be built by the comm. This buys the player time before the air-attack.

The effect is that the ONLY L1 mobile combat is the ultra-fragile AKs/Peewees that die fast to most L1 defenses, or L1 air which isn't too good if it's expected (which it is) and even that has to be built after the kbots. In the water, the L1 attacks are similarly one-dimensional - subs are easy to fight off with torp-launchers.

This means that the game _must_ involve a lengthy built time, since real earnest attack forces have to wait until L2.
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hunterw
Posts: 1838
Joined: 14 May 2006, 12:22

Post by hunterw »

why not just have another tickbox next to "limit dgun to start area" that says "prevent enemy commander airlift"
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jackalope
Posts: 695
Joined: 18 Jun 2006, 22:43

Post by jackalope »

1v0ry_k1ng wrote:i reckon some altored players would just disable all mobile units except krog if they didnt have to traul through the long list deselecting
and XTA should have a LUA that automatically has your cons surround everything with 8 layer-deep dragon teeth walls
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LBPB
Posts: 119
Joined: 25 Aug 2006, 10:27

Post by LBPB »

hunterw wrote:why not just have another tickbox next to "limit dgun to start area" that says "prevent enemy commander airlift"
This is not a stupid idea :idea:
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Pxtl
Posts: 6112
Joined: 23 Oct 2004, 01:43

Post by Pxtl »

hunterw wrote:why not just have another tickbox next to "limit dgun to start area" that says "prevent enemy commander airlift"
Because it's only meaningful in TA mods. The various attributes on that screen have always been more trouble than good for most modders. Read through, you'll find various threads about how metal/energy selection causes trouble for other mods. Think about how limit-DGun would break com-shooter style mods.

We don't need another one screwing things up.
manored
Posts: 3179
Joined: 15 Nov 2006, 00:37

Post by manored »

Wouldnt it be most correct for each mod for have its own "check boxes"? I know its probaly harder to do but I think it should be done.
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hunterw
Posts: 1838
Joined: 14 May 2006, 12:22

Post by hunterw »

Pxtl wrote:
hunterw wrote:why not just have another tickbox next to "limit dgun to start area" that says "prevent enemy commander airlift"
Because it's only meaningful in TA mods. The various attributes on that screen have always been more trouble than good for most modders. Read through, you'll find various threads about how metal/energy selection causes trouble for other mods. Think about how limit-DGun would break com-shooter style mods.

We don't need another one screwing things up.
then why dont we have some kind of variable for mods

bAllowLobbySettings = false


like you said we already have a bunch of TA-based settings there, what's one more?
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