Reducing Time-To-Action Length in BA - Page 3

Reducing Time-To-Action Length in BA

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CarRepairer
Cursed Zero-K Developer
Posts: 3359
Joined: 07 Nov 2007, 21:48

Re: Reducing Time-To-Action Length in BA

Post by CarRepairer »

Don't bother starting the game...

Autohost declares the first person to join the battleroom as the winner, second to join gets second place, and so on.
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Sucky_Lord
Posts: 531
Joined: 22 Aug 2008, 16:29

Re: Reducing Time-To-Action Length in BA

Post by Sucky_Lord »

First person to join the lobby wins every game in the battle list
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Jazcash
Posts: 5309
Joined: 08 Dec 2007, 17:39

Re: Reducing Time-To-Action Length in BA

Post by Jazcash »

Damn. I just lost the game.
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Wombat
Posts: 3379
Joined: 15 Dec 2008, 15:53

Re: Reducing Time-To-Action Length in BA

Post by Wombat »

Mav wrote: -3 mexes
-2 solars
-LLT (or 2)
-Lab of choice
-2 more solars
-Rushing a con to guard your base
-Time to com push!
its really depressing ppl think ba = dsd :(
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Hobo Joe
Posts: 1001
Joined: 02 Jan 2008, 21:55

Re: Reducing Time-To-Action Length in BA

Post by Hobo Joe »

OP has never played 1v1 before
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1v0ry_k1ng
Posts: 4656
Joined: 10 Mar 2006, 10:24

Re: Reducing Time-To-Action Length in BA

Post by 1v0ry_k1ng »

Wombat wrote:its really depressing ppl think ba = dsd :(
yeah, at least 5% of the community play other maps!
Pako
Posts: 174
Joined: 12 Jul 2009, 18:57

Re: Reducing Time-To-Action Length in BA

Post by Pako »

Wombat wrote:
Mav wrote: -3 mexes
-2 solars
-LLT (or 2)
-Lab of choice
-2 more solars
-Rushing a con to guard your base
-Time to com push!
its really depressing ppl think ba = dsd :(
8v8 DSD has 3X 2 mex starts, 1X 4 mex start, 3X 3 mex starts and front has numerous ways to do a decent start build.

I think at the 4 mex start in DSD the most resource efficient build is to make all mexes first. At front building the lab next to 5th mex could be resource efficient too.
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