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.
Reducing Time-To-Action Length in BA
Moderator: Content Developer
- CarRepairer
- Cursed Zero-K Developer
- Posts: 3359
- Joined: 07 Nov 2007, 21:48
- Sucky_Lord
- Posts: 531
- Joined: 22 Aug 2008, 16:29
Re: Reducing Time-To-Action Length in BA
First person to join the lobby wins every game in the battle list
Re: Reducing Time-To-Action Length in BA
Damn. I just lost the game.
Re: Reducing Time-To-Action Length in BA
its really depressing ppl think ba = dsdMav 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!

Re: Reducing Time-To-Action Length in BA
OP has never played 1v1 before
- 1v0ry_k1ng
- Posts: 4656
- Joined: 10 Mar 2006, 10:24
Re: Reducing Time-To-Action Length in BA
yeah, at least 5% of the community play other maps!Wombat wrote:its really depressing ppl think ba = dsd
Re: Reducing Time-To-Action Length in BA
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.Wombat wrote:its really depressing ppl think ba = dsdMav 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!
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.