comm bomb avoidence suggestion
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- Joined: 03 Sep 2005, 04:28
comm bomb avoidence suggestion
just shifting through it seems comm bombing is a much dispised thing as a reply to this i this i think that the commander should leave behind a corpse this would also be an advantage as if you are rushed in early game when you get farks up and running you can get your comm back.
but if someone wants to comm bomb its like giving your opponent 2 commanders to play with..
but if someone wants to comm bomb its like giving your opponent 2 commanders to play with..
The solution that everybody adopted in relation to this in the TA community was to only play Commander Death = Ends rules. Anybody who played Continues was dismissed as a noobie.
You could take out Commander Continues as a multiplayer option (and leave it in for singleplayer/skirmish).
The only issue with Commander Death = Ends is in 2vs2's and 3vs3's one of the players can give all his units to his ally, stick his commander in an atlus, and bomb one of the opponents commanders.
I'm not sure how you can get around that one. Some bad sports will always try those kind of things I suppose.
Generally in TA tournaments the rule is your Commander isn't allowed in the enemies start position for the first 10 minutes. The player who d-guns the other persons Commander loses. And whoever blows up first is the loser, even if they take out the oppoenents commander. Otherwise, anything goes.
You could take out Commander Continues as a multiplayer option (and leave it in for singleplayer/skirmish).
The only issue with Commander Death = Ends is in 2vs2's and 3vs3's one of the players can give all his units to his ally, stick his commander in an atlus, and bomb one of the opponents commanders.
I'm not sure how you can get around that one. Some bad sports will always try those kind of things I suppose.
Generally in TA tournaments the rule is your Commander isn't allowed in the enemies start position for the first 10 minutes. The player who d-guns the other persons Commander loses. And whoever blows up first is the loser, even if they take out the oppoenents commander. Otherwise, anything goes.
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- Posts: 264
- Joined: 03 Sep 2005, 04:28
oh yeh sorry should probaly repost this in the mod section
in spring xta at least though ive been playing for about a year and had maybe 3 at most comm= death.. as in ealry game its easy to rush with planes and lvl 1 gunships.
this is just my alternative solution. and i personally i dont see a flaw in it.. well thats mainly because its my idea (others have probably thaught it up long before i did though for AA) any criticisms welcome =]
in spring xta at least though ive been playing for about a year and had maybe 3 at most comm= death.. as in ealry game its easy to rush with planes and lvl 1 gunships.
this is just my alternative solution. and i personally i dont see a flaw in it.. well thats mainly because its my idea (others have probably thaught it up long before i did though for AA) any criticisms welcome =]
Leaving a corpse behind isn't really a very good solution. If player 1 walks his commander into player 2's front line - makes a massive hole in player 2's defences. Player 1 is going to be in a much better position to shove an army through there, follow up with con vehs and reclaim whats left. Player 2 is after taking a big blow so he's not going to be able to get a construction unit out there as quickly, and he certainly won't be able to protect it.
It's frankly impossible to balance Commander Continues. And I played 8 games of AA yesterday. 5 of those were Commander Ends so plenty of people are playing Comm Ends settings.
The Commander is a fantastically powerful unit in the right hands. If you rush someones front line with some support you d-gun lots of expensive defences like HLT and Guardians and not leave any wreckage. It's possible to do that kind of thing, retreat, and survive. But you need to be good. If there's no risk/reward factor you make the Commander waaay, waay too powerful.
It's frankly impossible to balance Commander Continues. And I played 8 games of AA yesterday. 5 of those were Commander Ends so plenty of people are playing Comm Ends settings.
The Commander is a fantastically powerful unit in the right hands. If you rush someones front line with some support you d-gun lots of expensive defences like HLT and Guardians and not leave any wreckage. It's possible to do that kind of thing, retreat, and survive. But you need to be good. If there's no risk/reward factor you make the Commander waaay, waay too powerful.
Seems to me it's already balanced perfectly - both players start with exactly one (1) basically identical Commander. What you're actually saying is that you just don't like one of the strategies that's available to players when they start the game with a superbomb in inventory.Molloy wrote:It's frankly impossible to balance Commander Continues. And I played 8 games of AA yesterday. 5 of those were Commander Ends so plenty of people are playing Comm Ends settings.
One way that comes to mind to remove this option without greatly changing the overall dynamics of the game is to change the Commander to not blow up so vigorously. Have him blow up like an ordinary large kbot instead.
i think this is a very interesting perspective and should be taken into account in the spring torneys to follow as it pretty much gathers all in a balanced situationGenerally in TA tournaments the rule is your Commander isn't allowed in the enemies start position for the first 10 minutes. The player who d-guns the other persons Commander loses. And whoever blows up first is the loser, even if they take out the oppoenents commander. Otherwise, anything goes.

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the comm isnt the best defence buster 2 hlt's will have desroyed it before it comes within d-gun or explosion range.
but anyone who can pull off the monouver you described kodos goes to them bare in mind like BeeDee says this is just a comm bomb avoidence idea like beedees make its explosion smaller.. another good idea..
(this is an XTA suggestion molloy =p)
remember the explosion range is only about the same as the D-gun range tho.
but anyone who can pull off the monouver you described kodos goes to them bare in mind like BeeDee says this is just a comm bomb avoidence idea like beedees make its explosion smaller.. another good idea..
(this is an XTA suggestion molloy =p)
remember the explosion range is only about the same as the D-gun range tho.
I like the comm the way it is. It really isn't difficult to avoid taking serious damage from a com rush and comm bombs are laughable. You only need to put 3 llts out, no biggy. Put them far enough out from your brandnew artillery if you want to keep it. or have a nice bunch of crashers to help the llts and you might save all of them. Comm bombs you only need a little bit of anti air to take them down. Basically you just need to get better if you are getting comm rushed and losing.
Believe me guys, everybody has already thought of those ideas years ago when they were making TA mods.
If the Commander doesn't make a huge explosion when he dies whats to stop you walking to your enemies base at the start and d-gunning him?
I bet you twenty quid that in a couple of years time nobody but noobs will be playing Commander Continues. Commander Ends is the only fair and equitable ruleset. You just learn to be careful of your Commander in the early game, and cloaking or hiding him underwater in the late game.
If the Commander doesn't make a huge explosion when he dies whats to stop you walking to your enemies base at the start and d-gunning him?
I bet you twenty quid that in a couple of years time nobody but noobs will be playing Commander Continues. Commander Ends is the only fair and equitable ruleset. You just learn to be careful of your Commander in the early game, and cloaking or hiding him underwater in the late game.
- SwiftSpear
- Classic Community Lead
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- Joined: 12 Aug 2005, 09:29
We've tryed to make that catch on here like 100 times already. People just won't play with it on a regular basis, and people seem to get offended if you make that a rule in the game. I couldn't begin to guess at what the problem really is, but people seem to enjoy the longer games even if the risk of comm bombs are a problem. It's like there's an unwritten rule that poeple want to play by that comm's shouldn't die in the game, yet they want to use them to Dgun L3 units on thier front lines.Molloy wrote:The solution that everybody adopted in relation to this in the TA community was to only play Commander Death = Ends rules. Anybody who played Continues was dismissed as a noobie.
You could take out Commander Continues as a multiplayer option (and leave it in for singleplayer/skirmish).
The only issue with Commander Death = Ends is in 2vs2's and 3vs3's one of the players can give all his units to his ally, stick his commander in an atlus, and bomb one of the opponents commanders.
I'm not sure how you can get around that one. Some bad sports will always try those kind of things I suppose.
Generally in TA tournaments the rule is your Commander isn't allowed in the enemies start position for the first 10 minutes. The player who d-guns the other persons Commander loses. And whoever blows up first is the loser, even if they take out the oppoenents commander. Otherwise, anything goes.
I think the fear is that if comm death = lose that you are more likely to accidentally loose your comm to a lucky nuke strike or brawlie hunting rushes that normally wouldn't even be close to game deciding, even if the comm is blown. Well, whatever, people are just weird.
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i would happily play comm = death but he has little to no armour.. and he is often lost early game (with me at least tho thats due to my d-gun loving nature) but i could learn to use comm = death if he had more armour... enough say to approach 2 goliaths dgun and live or let him heal very quickly or some other similar ability.
on another note.. if i set a con bot plane to guard my comm and my comm is not building anything will the plane heal the comm?
on another note.. if i set a con bot plane to guard my comm and my comm is not building anything will the plane heal the comm?
- GrOuNd_ZeRo
- Posts: 1370
- Joined: 30 Apr 2005, 01:10
I didn't play too many online games, but from what I played, I didn't felt that comm bombing was a problem - it was just another strategy.
About preventing it - what about an option to remove the comm blast and also d-gun ? - this way he would be just a fast construction unit, and maybe more people would be happy.
About preventing it - what about an option to remove the comm blast and also d-gun ? - this way he would be just a fast construction unit, and maybe more people would be happy.