Balanced Annihilation 5.5 is OUT
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Say what? JK.
I just tried BOTA a little while ago and had a fun time with it, although a the unit balance and huge ranges were a little off putting. Plus BA looks so very fine right now. Been having a good time with BA too though, just thought a little mutator could be amusing.
BTW, Core Banishers rule big open land fights if properly backed up. They back some punch.
I just tried BOTA a little while ago and had a fun time with it, although a the unit balance and huge ranges were a little off putting. Plus BA looks so very fine right now. Been having a good time with BA too though, just thought a little mutator could be amusing.
BTW, Core Banishers rule big open land fights if properly backed up. They back some punch.
neddiedrow wrote:You already proposed making Commander Ends the default in the engine. Stop attempting to force your preferred settings upon others. Commander Ends is good for some forms of play, and Commander Continues is preferable for others.
Either learn to handle commanders in a Commander Continues game of BA, or don't play Commander Continues games. The choices are yours, and have nothing to do with the game itself, Molloy.
normally when someone like me or sleska says 'learn to handle it' its because its some noob says 'omg wtf wezels r eating my base'. molloy is an old ta vet. i known him for many years. he can handle it. i can handle it. doesnt mean we nessarily enjoy that part of the game.
and force settings on others? youve already said that its easy enough to change. so how would it be forcing settings on anyone? it's not like he's coming over to your house, kciking over your garbage can nad then you can hear the crunching of his feet on the dry leaves as he walks througth the front door he kicked open and sees you playing spring and OH GOD I SET COMMANDER CONTINUES DONT HURT ME MOLLOY NO.
the 'learn to handle it' comment is only valid when talking to noobs.
IMO, there should be a distinction between the two modes, but not as a forced default setting.
Something that should be thought out thoroughly is this.
Would it be a worthwhile change, to make a COM ends Mod, where the commander has higher HP (say double)?
As is, commanders die ridiculously fast to even the lightest of units.
I can provide at least 20 demo's of a commander dying in less than 5 seconds by a very small # of units, and typically those units being the cheapest cost units in the game.
For Com continues games, there is no big problem, if you want ur commander on the frontlines, be willing to hand over that 2500 metal to your enemy, so it keeps things in check.
A mod that is made specifically for com ends games could be the answer, instead of forcing it on players, give them a choice, and a visible one such as a Mod can provide.
Com ends works great for 1v1 and small games, where commander hunting and direct assaults are the intent, to win by any means necessary.
On the other hand, the average PUB player, nobody wants to be on the team that loses its first commander, because it usually means the swift end of the game regardless of how well the other players are doing.
Something that should be thought out thoroughly is this.
Would it be a worthwhile change, to make a COM ends Mod, where the commander has higher HP (say double)?
As is, commanders die ridiculously fast to even the lightest of units.
I can provide at least 20 demo's of a commander dying in less than 5 seconds by a very small # of units, and typically those units being the cheapest cost units in the game.
For Com continues games, there is no big problem, if you want ur commander on the frontlines, be willing to hand over that 2500 metal to your enemy, so it keeps things in check.
A mod that is made specifically for com ends games could be the answer, instead of forcing it on players, give them a choice, and a visible one such as a Mod can provide.
Com ends works great for 1v1 and small games, where commander hunting and direct assaults are the intent, to win by any means necessary.
On the other hand, the average PUB player, nobody wants to be on the team that loses its first commander, because it usually means the swift end of the game regardless of how well the other players are doing.
- SwiftSpear
- Classic Community Lead
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- Joined: 12 Aug 2005, 09:29
BA games are inherantly faster paced. They tend to focus strongly in the first 15-20 minutes, after which they sort of peter out into the long drawn out spammy style AA games we all recognize. In the early game the comm plays his role as a threatening front line force that must have signifigant force pushed on him in order to displace. Boosting the comm means the player who pushes the comm farther forward wins, the game loses all it's RTS strategy in favor of a ridiculous risk reward scenario of weather or not your comm can kill the enemy faster than the enemy comm can counter you. People already generally keep the comm frontlined because his high building speed means you can get those static defenses up alot faster and reclaim crap more efficiently. He's also a great defensive unit because he can Dgun anything. If used incorrectly, you run the risk of getting f'ed in the a. That's the way BA is supposed to play.
The tactics are getting a little absurd with com continues in team games, i have to admit.
Almost every team game i play these days has a pair of coms go up very early, and one team gets most of the metal and rolls over the other. In fact, ive played several games just recently where a pair of coms goes up, its rushed by another pair of coms, they go up, its rushed by more coms etc. One game had a 6-com boy pile. 15,000 metal. Suffice to say the team who got that pile won it handily.
The problem is people think they're boy is invincible and if he does die he will take some of the enemies stuff with him anyway, a win-win. They dont realise just how far 2500 metal goes. Boypushing isnt the be-all-and-end-all of com continues games, as doing it wrong often just hands the game to the enemy.
Com ends is no better though. At least if your com blows in continues, you have a chance to reclaim it yourself.
Almost every team game i play these days has a pair of coms go up very early, and one team gets most of the metal and rolls over the other. In fact, ive played several games just recently where a pair of coms goes up, its rushed by another pair of coms, they go up, its rushed by more coms etc. One game had a 6-com boy pile. 15,000 metal. Suffice to say the team who got that pile won it handily.
The problem is people think they're boy is invincible and if he does die he will take some of the enemies stuff with him anyway, a win-win. They dont realise just how far 2500 metal goes. Boypushing isnt the be-all-and-end-all of com continues games, as doing it wrong often just hands the game to the enemy.
Com ends is no better though. At least if your com blows in continues, you have a chance to reclaim it yourself.
Last edited by Saktoth on 26 Jul 2007, 10:24, edited 1 time in total.
Sounds like we need a team-com-ends mode where an alliance is only out once they lost all their coms.MR.D wrote:On the other hand, the average PUB player, nobody wants to be on the team that loses its first commander, because it usually means the swift end of the game regardless of how well the other players are doing.
Alliance system? All we need is the option to make spring check if anyone on your ally team has a com, not just your team (whereby team is the thing you only share if you play comshare, ally team means other player but like 2v2 and so).MR.D wrote:Its basically still a COM hunt, but unless all commanders on the team are dead, it functions like a Com continues game.
A single players buildings staying alive will be dependent on the surviving teammates commander's existence.
We need some kind of alliance system in place for this to work, yes?
Also another interesting part would be that since revived coms count just like original coms somebody who decides to combomb may end up giving the enemy an extra com, conversely, a destroyed com won't necessarily stay dead unless the alliance decides to reclaim the metal instead (or someone sends in a few cons to "finish him").