YokoZar wrote:Unless they're not on the minimap but in view of the screen.
They will always be on minimap. Every unit is one the minimap.
YokoZar wrote:Sometimes you need to know which red player is winning the battle
Yeah, i dont remember many times when i had such situation, usually the colors are alright... or i have stopped caring about such things lol. Triangles solves 90% of problems anyways, so why not use them?
remove transport able to take enemies commander it just sux ... especially with transport T2 ... you're not watching your com 1s and it's dead even with lot of AA around
and don't tell me it brings interesting things ... no it does not it just bring luck ... you bet on taking enemy's com and you success you win, if you fail you loose ...
Satirik wrote:remove transport able to take enemies commander it just sux ... especially with transport T2 ... you're not watching your com 1s and it's dead even with lot of AA around
and don't tell me it brings interesting things ... no it does not it just bring luck ... you bet on taking enemy's com and you success you win, if you fail you loose ...
Satirik wrote:remove transport able to take enemies commander it just sux ... especially with transport T2 ... you're not watching your com 1s and it's dead even with lot of AA around
and don't tell me it brings interesting things ... no it does not it just bring luck ... you bet on taking enemy's com and you success you win, if you fail you loose ...
You did it again just because you failed last time ( http://replays.adune.nl/?724 )
It doesnt make you any better player, you think so, but nah, you sux.
another case of BADSD.
its like aids...there is no cure..
That spot can be played from pretty well with just regular gunships and some cons..Can do serious overall damage by using air attacks on enemies across the front that don't have AA.Or even go deeper into the enemy starting positions where he rarely builds AA.
As a BA game progresses, a comm is gradually worth more to its owner dead than alive. Once T2 air is available, it's more of a liability than an asset.
And yeah, I agree that comnapping is a not-fun feature. I'm not fond of commtransporting in general (dropping the comm in to dgun all the facs is equally game-ruining), but offensive transports are doubly absurd.
Pxtl wrote:As a BA game progresses, a comm is gradually worth more to its owner dead than alive. Once T2 air is available, it's more of a liability than an asset.
This is why all games should be played as comm ends.
And yeah, I agree that comnapping is a not-fun feature. I'm not fond of commtransporting in general (dropping the comm in to dgun all the facs is equally game-ruining), but offensive transports are doubly absurd.
Anyone who's not retarded cloaks their comm and hides him somewhere. If your comm gets stolen, it's not a problem with the mod, it's a problem with the way you play.
Satirik wrote:remove transport able to take enemies commander it just sux ... especially with transport T2 ... you're not watching your com 1s and it's dead even with lot of AA around
and don't tell me it brings interesting things ... no it does not it just bring luck ... you bet on taking enemy's com and you success you win, if you fail you loose ...
Pxtl wrote:As a BA game progresses, a comm is gradually worth more to its owner dead than alive. Once T2 air is available, it's more of a liability than an asset.
This is why all games should be played as comm ends.
It's not as simple as that, it always depends on who you're playing with. Setting comends may cause the enemy team to believe that the chances of a combomb occurring are decreased, which you may then exploit to your advantage. They may also be less inclined to dgun you should you drop in their base since they'd be out of the game.
I don't suppose that it's occurred to any of you guys bemoaning comnap / com-raid... that the real problem is that T1 Air builds absurdly fast, compared to OTA?
I mean... seriously. You didn't go Air in OTA until you had a real E income. Or you stalled and lost, generally. Maybe deal with the fundamental issue, which is that it's a little too easy to rush to Air right now, instead of the resulting tactical problems?
That was by Caydr's design. Since air is so essential to survival, he wanted to make sure air plants were cheap enough that you could build one as a second factory pretty early. He did that at the same time as nerfing the L1 fighters.
Well, I guess that's how Caydr wanted it, but it was an expensive thing you did not build as a second factory for a reason, in OTA. Going Air early was suicide. Air was meant as a second layer to the play, in OTA. Messing with that has lead to much bitching and whining over the last 2 years... maybe that... decision... should be reviewed.
I mean... you don't need a lot of change... for it to have pretty dramatic effects, in terms of timing. Just enough expense that going Air without, say, 6 mexes... is going to lead to severe choke (that math's easy). That will take even an expert player like Regret significantly longer than it does currently, where it's practically stupid-easy (sorry, that really stuck out like a sore thumb for me, being an old-skool OTA player who hardly ever messes with BA, because it's really not the same at all). And then if fighters are a little too hard for wussy DSD players to get ahold of, sitting behind whoever's holding the front lines, make them cheaper or build a bit faster, and they can be at roughly equivalent positions in fighter strength at the same time-mark.
Meh, whatever.
Sorry, I usually never comment on this game's balance, but I get extremely tired of reading the whining, and it only took a few minutes to see the fundamental issue there.
I think the nubs actually might have a point. In OTA, you did not get pwnd by a airborne com-rush or have a comnap occur often. Firstly, because AA actually worked. Secondly, because it didn't happen until early mid-game play, so it required luck, finesse, and real skill. If you can do it when your opponent only has one real mobile force, and you're playing nub-wars 4v4 or more on a big, porc-friendly map like DSD, where your mobile force will probably die and leave you with nothing, I can see why people get upset. If that's what people want to play... well, it's better than SpeedMetal, and if it's fun, great, and if one guy can rush a strat like that and totally derail the other guys, it's probably not... balanced.
In OTA, you'd just build a few Jethros (a unit that I saw has been nerfed beyond all recognition, btw, it used to be really useful- I absolutely don't understand the kbot balance in this, I assume I'm just stupid though), and while the other guy could combomb, he certainly wasn't going to kidnap your commander.
Well, I guess that's how Caydr wanted it, but it was an expensive thing you did not build as a second factory for a reason, in OTA. Going Air early was suicide. Air was meant as a second layer to the play, in OTA. Messing with that has lead to much bitching and whining over the last 2 years... maybe that... decision... should be reviewed.
I mean... you don't need a lot of change... for it to have pretty dramatic effects, in terms of timing. Just enough expense that going Air without, say, 6 mexes... is going to lead to severe choke (that math's easy). That will take even an expert player like Regret significantly longer than it does currently, where it's practically stupid-easy (sorry, that really stuck out like a sore thumb for me, being an old-skool OTA player who hardly ever messes with BA, because it's really not the same at all). And then if fighters are a little too hard for wussy DSD players to get ahold of, sitting behind whoever's holding the front lines, make them cheaper or build a bit faster, and they can be at roughly equivalent positions in fighter strength at the same time-mark.
Meh, whatever.
Sorry, I usually never comment on this game's balance, but I get extremely tired of reading the whining, and it only took a few minutes to see the fundamental issue there.
I think the nubs actually might have a point. In OTA, you did not get pwnd by a airborne com-rush or have a comnap occur often. Firstly, because AA actually worked. Secondly, because it didn't happen until early mid-game play, so it required luck, finesse, and real skill. If you can do it when your opponent only has one real mobile force, and you're playing nub-wars 4v4 or more on a big, porc-friendly map like DSD, where your mobile force will probably die and leave you with nothing, I can see why people get upset. If that's what people want to play... well, it's better than SpeedMetal, and if it's fun, great, and if one guy can rush a strat like that and totally derail the other guys, it's probably not... balanced.
In OTA, you'd just build a few Jethros (a unit that I saw has been nerfed beyond all recognition, btw, it used to be really useful- I absolutely don't understand the kbot balance in this, I assume I'm just stupid though), and while the other guy could combomb, he certainly wasn't going to kidnap your commander.
You admitted you do not play BA, therefor you have little to none BA play experience. You being a 'old school' OTA player is of no significance as BA has gone a long way from it.
So why do you make a wall of text about an issue you know almost nothing about, suggesting a solution that would have a great impact on the balance of the entire game?
You are annoyed by reading the whines of the nubs as you call them, yet you continue to read them.