Metal Makers - Page 4

Metal Makers

Classic game design, maintained to please you...

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Tobi
Spring Developer
Posts: 4598
Joined: 01 Jun 2005, 11:36

Re: Metal Makers

Post by Tobi »

that's been done already ...

(well 8v8v8v8, but that's still 32 players)
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CarRepairer
Cursed Zero-K Developer
Posts: 3359
Joined: 07 Nov 2007, 21:48

Re: Metal Makers

Post by CarRepairer »

albator wrote:
Pxtl wrote:Want diminishing maker returns? Play CA.
What is ths point really ?

We want to make think move here cause we all like BA (far) more than CA (and I am not going to explain here why I am so much bored when I play it). If that was our only purpose we will surely play it but CA is not BA, so your opinons are welcome as long as it makes things move, if you want to advertise go somewhere else where poeple never played it (yet)
Pxtl wrote:It wasn't advertising - I'm just saying that, in many of these threads, people describe a laundry list of features they want in BA. In many cases, these features have been implemented in other games.... but people keep playing BA because it's the popular one, rather than trying new games. Plus, BA is unlikely to get any real changes - any suggestions in here are just spitballing unless they're small changes (like iirc, the last big one was nerfing the scout-cars). So when somebody says "I want BA with feature X", I think it's perfectly reasonable to say "Y is a Spring game with feature X, if you really want X, why don't you try Y?"
Pxtl, you are still fairly new to CA and experiencing this phenomenon is not unusual. After a year or so it gets old. Dozens of people waste their breath, new people come and go, saying "hey BA, add bla bla bla! how come no one thought of this brilliant feature it just came to me! Oh glorious day!" Eventually tired of typing to much, I just type "CA did it" to give them a hint that it's possible to try other games. Then fatcontroller gets impatient with my insolence on his forum so I stopped doing that even. You think you are helping people by giving them almost exactly what they want, but they don't listen or understand anyway.

50 years from now, zombies on this forum will still suggest reducing combomb wrecks or "introduce" their metal maker formulae and the sun will still rise and set as always. So be it.

BA has to be a great game since so many people play it. Many of them want to change 1% of it, in their own way, and that tiny change would make it completely "perfect." But then the balance of the universe would collapse and we'd all blow up. :-)
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Otherside
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Joined: 21 Feb 2006, 14:09

Re: Metal Makers

Post by Otherside »

get out of BADSD8v8 Problem solved.

/thread
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JohannesH
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Joined: 07 Apr 2009, 12:43

Re: Metal Makers

Post by JohannesH »

Sometime it might be funny to try 1v1 with each player placing 8 comms...

And surely these mm suggestions are all pretty shitty, if someone wants that crap they can go play CA !
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hoijui
Former Engine Dev
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Joined: 22 Sep 2007, 09:51

Re: Metal Makers

Post by hoijui »

spring has 255 player capability
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1v0ry_k1ng
Posts: 4656
Joined: 10 Mar 2006, 10:24

Re: Metal Makers

Post by 1v0ry_k1ng »

hoijui wrote:spring has 255 player capability
127v127 dsd pls
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CarRepairer
Cursed Zero-K Developer
Posts: 3359
Joined: 07 Nov 2007, 21:48

Re: Metal Makers

Post by CarRepairer »

1v0ry_k1ng wrote:
hoijui wrote:spring has 255 player capability
127v127 dsd pls
You missed one. 127v127v1 - 3way game.
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Spawn_Retard
Posts: 1248
Joined: 21 Dec 2006, 14:36

Re: Metal Makers

Post by Spawn_Retard »

the last time i played a 16v16 game we had to comshare as to make it a 8v8, was this just a tasclient issue at the time, or can we have 255 comanders with players in them at one time?


Would this mean everyone could build 5000 units each, or is this shared, and therefore your limted to about 190 units each?


If everyone had just their commanders, would it be any laggier than having normal 255 units, or does having 255 computers connected to one game hinder preformance?


Also, what is the most players that bhas ever been tested?
Tobi
Spring Developer
Posts: 4598
Joined: 01 Jun 2005, 11:36

Re: Metal Makers

Post by Tobi »

Spawn_Retard wrote:the last time i played a 16v16 game we had to comshare as to make it a 8v8, was this just a tasclient issue at the time, or can we have 255 comanders with players in them at one time?
tasserver issue
Would this mean everyone could build 5000 units each, or is this shared, and therefore your limted to about 190 units each?
The unit limit given as option in battle room is per team, but there is an overall unit limit of 32768 units.

Spring automatically sets the limit per team to min(MaxUnits specified in lobby, 32768 / number of teams) if I recall correctly.
Also, what is the most players that bhas ever been tested?
32 players I think, 8v8v8v8. Using special hack to workaround tasserver 16 player limitation.
SirMaverick
Posts: 834
Joined: 19 May 2009, 21:10

Re: Metal Makers

Post by SirMaverick »

Tobi wrote:32 players I think, 8v8v8v8. Using special hack to workaround tasserver 16 player limitation.
There have been more. Dunno if 64, but more than 32.
el_matarife
Posts: 933
Joined: 27 Feb 2006, 02:04

Re: Metal Makers

Post by el_matarife »

Two solutions:

1. People should stop cramming 8 players on a map like DSD where there's not enough space to run offensive attacks. There's a reason IceXuick made Delta Siege Duo and Rev, and people should play the dry equivalents.

2. Take a page from Supreme Commander and put in commander upgrades, or look into other ways to keep it a relevant and useful unit. The commander is essentially a NEGATIVE for your team in the late game because he dies really quickly to T2 air, costs 100 energy per second to cloak, and is worth maybe two nanotowers in build power. Why wouldn't you use him as a bomb in the mid game right now? It helps you and it removes a weakpoint. Now granted, the entire team can't do this or it becomes really easy to assassinate your way to victory, but you can easily use most of the teams commanders and build some fakes to be safe.
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Jazcash
Posts: 5309
Joined: 08 Dec 2007, 17:39

Re: Metal Makers

Post by Jazcash »

I think this has gone a bit off-topic but meh, I'll help derail.
Take a page from Supreme Commander and put in commander upgrades, or look into other ways to keep it a relevant and useful unit. The commander is essentially a NEGATIVE for your team in the late game because he dies really quickly to T2 air, costs 100 energy per second to cloak, and is worth maybe two nanotowers in build power. Why wouldn't you use him as a bomb in the mid game right now? It helps you and it removes a weakpoint. Now granted, the entire team can't do this or it becomes really easy to assassinate your way to victory, but you can easily use most of the teams commanders and build some fakes to be safe.
I think you'll find that Dgun is uber1337hax.
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Day
Posts: 797
Joined: 28 Mar 2006, 17:16

Re: Metal Makers

Post by Day »

hi cabbage
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Cabbage
Posts: 1548
Joined: 12 Mar 2006, 22:34

Re: Metal Makers

Post by Cabbage »

Day wrote:hi cabbage
Hero
el_matarife
Posts: 933
Joined: 27 Feb 2006, 02:04

Re: Metal Makers

Post by el_matarife »

JAZCASH wrote:I think you'll find that Dgun is uber1337hax.
Yeah it can be pretty handy, but it is essentially a one time use thing since the commander tends to die when using it against a big group or a T3 unit with a large explosion.

Having a T2 construction upgrade and some other economy / building upgrades would go a long way to making the commander more useful late game.
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Jazcash
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Joined: 08 Dec 2007, 17:39

Re: Metal Makers

Post by Jazcash »

el_matarife wrote: Yeah it can be pretty handy, but it is essentially a one time use thing since the commander tends to die when using it against a big group or a T3 unit with a large explosion.
"Urdoinitrong"
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Spawn_Retard
Posts: 1248
Joined: 21 Dec 2006, 14:36

Re: Metal Makers

Post by Spawn_Retard »

JAZCASH wrote:
el_matarife wrote: Yeah it can be pretty handy, but it is essentially a one time use thing since the commander tends to die when using it against a big group or a T3 unit with a large explosion.
"Urdoinitrong"
Hes actually speaking the truth,Hp upgrades at a minimum should be added through morph to withstand explosions of clusters of t3 units.

Infact i would bet that if you were playing a good player on DSD, even a lonely krog would be backed up with some form of t2 or t1 support, making a com get away impossible.

This with the increasing fact that as your losing your only krog killing weapon, the MM economy has increased by 2x meaning faster krog production.

anyway, at this moment i play BA and feel like the commander has potential to be awesome, and if it was easier to use commander as a hero type unit then it would make people rage far less when people pull bullshit with commanders.
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TradeMark
Posts: 4867
Joined: 17 Feb 2006, 15:58

Re: Metal Makers

Post by TradeMark »

do we have mod option to disable metal makers? would be cool. or limit them to 4 mohos and 10 normal or something like that...
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Pxtl
Posts: 6112
Joined: 23 Oct 2004, 01:43

Re: Metal Makers

Post by Pxtl »

Using the autohost to use the lobby-support for disabling units would be better than making them modoptions.
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Jazcash
Posts: 5309
Joined: 08 Dec 2007, 17:39

Re: Metal Makers

Post by Jazcash »

hoijui wrote:spring has 255 player capability
BA can't even handle anything above 8v8 without cooping random players up atm iirc.
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