Expanding dgun range - Page 2

Expanding dgun range

Classic game design, maintained to please you...

Moderator: Content Developer

User avatar
JohannesH
Posts: 1793
Joined: 07 Apr 2009, 12:43

Re: Expanding dgun range

Post by JohannesH »

Every player comdropping and dgunning each others lab... Sounds like an optimal way to play to you?
User avatar
Sucky_Lord
Posts: 531
Joined: 22 Aug 2008, 16:29

Re: Expanding dgun range

Post by Sucky_Lord »

I believe this would offer the team comdropping the best chances of winning
luckywaldo7
Posts: 1398
Joined: 17 Sep 2008, 04:36

Re: Expanding dgun range

Post by luckywaldo7 »

Well, your options seem to be:

1. Stop playing overcrowded games
2. Comdrop yourself literally every game until many people agree with you
3. Stop playing a mod that allows such cheese
User avatar
Sausage
Posts: 272
Joined: 05 Jan 2010, 23:47

Re: Expanding dgun range

Post by Sausage »

luckywaldo7 wrote:Well, your options seem to be:

1. Stop playing overcrowded games
2. Comdrop yourself literally every game until many people agree with you
3. Stop playing a mod that allows such cheese
You forgot: learn to counter it

and

forget about it because it's not that big of a deal
Hackfresser
Posts: 86
Joined: 23 Dec 2008, 20:26

Re: Expanding dgun range

Post by Hackfresser »

i think this is less a problem of l2p, but more of a badly balanced paper-scissors-stone issue.
lets say i build proper defences against a com drop. i get a little aa, all done.
my opponent on the other hand doesnt do it. if i am in the southern front spot at dsd, he will get to the middle metal spots earlier then me, build an llt earlier, and we end up in an early game situation where it is 7 metal spots vs 5 metal spots. it is VERY hard to win this without outside assistence.
to sum up:

com drop beats no aa
no aa beats aa
aa beats com drop

ofc this is actually more complicated since the com drop is carried out by a third player. but still you get the idea. not defending against a com drop is a viable gamble.
BUT having a gamble with such a huge impact on the game in the second minute is too much imo. trading a sizable advantage in maybe 3 games against a def-loss in the fourth is just no fun.
getting beaten in the com-race to the middle metal spots because your opponent took that gamble is no fun either.
User avatar
JohannesH
Posts: 1793
Joined: 07 Apr 2009, 12:43

Re: Expanding dgun range

Post by JohannesH »

In your example its totally a case of learning to play as a team...
User avatar
Sausage
Posts: 272
Joined: 05 Jan 2010, 23:47

Re: Expanding dgun range

Post by Sausage »

I can't even remember the last time someone tried to com-drop my base but I got com dropped earlier and it is so simple to deal with:

http://replays.adune.nl/?2473
User avatar
Sucky_Lord
Posts: 531
Joined: 22 Aug 2008, 16:29

Re: Expanding dgun range

Post by Sucky_Lord »

I specced that game, the person comdroping had absolutely no idea what they were doing
User avatar
Sausage
Posts: 272
Joined: 05 Jan 2010, 23:47

Re: Expanding dgun range

Post by Sausage »

Sucky_Lord wrote:I specced that game, the person comdroping had absolutely no idea what they were doing
huh? he obviously did know what he was doing, he just dropped into my base and started dgunning.. thats wat a comdrop is isnt it. Then he gets raped by flash and I saved all my cons and rebuilt in seconds and his friend tried to drop in and got shot down by my aa giving me an extra 2.5k metal.

I'm just trying to prove my point that comdrops usually fail and are ez to defend and recover from
Post Reply

Return to “Balanced Annihilation”