[replay] The Travesty that is Comm Death = Game Ends

[replay] The Travesty that is Comm Death = Game Ends

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FizWizz
Posts: 1998
Joined: 17 Aug 2005, 11:42

[replay] The Travesty that is Comm Death = Game Ends

Post by FizWizz »

The replay linked here is a perfect example of why I don't like games that are comm=ends.
I give two thumbs down to Bjorrrn for blitzing my Commander like a moron, and a cookie goes to Riddle_Box for putting Bjorrrn down in the end.

instructions for download can be found here: http://www.fileuniverse.com/?p=showitem&ID=2543
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BigSteve
Posts: 911
Joined: 25 Sep 2005, 12:56

Post by BigSteve »

I with ya fizz, comm ends just doesnt do it for me, Ive it noticed it still doesn't prevent comm rushing or comm bombing etc game continues for me is way more fun
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Min3mat
Posts: 3455
Joined: 17 Nov 2004, 20:19

Post by Min3mat »

well im against it
but its funny as hell to watch, Days MH games :>
mongus
Posts: 1463
Joined: 15 Apr 2005, 18:52

Post by mongus »

Not seen reaply, but i sum up to comm ends sucks.

//flames//
Its for noobs and can substract the strategical objective of any map and focus the game only in killing commander.

Its also VERY DISTURBING ITS DEFAULT.

I was hosting a game and suddenly, my poor guests and me, faced with the fact it was comm ends. All their work to trash.

Its for sure new update will rewrite MY OWN DEFAULTS as i didnt have it in comm ends in 67.b3
//flames//


Now i have set my default to comm continues.

Comm ends is fun sometimes, and works fine to avoid comm bombing.
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Aun
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Joined: 31 Aug 2005, 13:00

Post by Aun »

Well, both comms died because of a lack of defence. The first player to die had his base nearly completely destroyed, basically ending the game for him anyway.
Kixxe
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Joined: 14 May 2005, 10:02

Post by Kixxe »

Aun wrote:Well, both comms died because of a lack of defence. The first player to die had his base nearly completely destroyed, basically ending the game for him anyway.
That's not the point. The point is that the game is concetrated on com killing instead of wiping out the opponeth... Instead of trying to wipe out infrastructure in the end game, it's all about killing coms.
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Nemo
Spring 1944 Developer
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Joined: 30 Jan 2005, 19:44

Post by Nemo »

By that point your commander should either be cloaked and hidden somewhere, or deep within a base helping to build things.

Both of these are more or less impossible to get to unless you kill a LOT of other things first. Comm ends makes you THINK before using your comm so agressively, and leads to smarter, more thoughtful gameplay.

There's a reason that nearly every online OTA game in the last ~3 years was comm ends.

That said, continues isn't all bad, but ends is certainly better.
Myg
Posts: 65
Joined: 05 Oct 2005, 19:05

...

Post by Myg »

The problem here is not how one gameplay style is better then the other, its how people play them. If people just play for the quickest win and the least struggle, then all the styles of play will degrade to a dishonourable and worthless end.

- In response to nemo's claim that its been the standard in OTA for 3 years; TA for many many years has been out of the mainstream picture and has remained a small, community with hardcore players, so of course thats going to happen. In essence, it doesnt matter what the standard was...

In the end, it all comes down to the quality and the class of the players involved that determines the fun of the game.
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Zenka
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Joined: 05 Oct 2005, 15:29

Post by Zenka »

Min3mat wrote:well im against it
but its funny as hell to watch, Days MH games :>
example: http://lassie.student.utwente.nl/vliet/ ... 70b2-7.sdf

Since Daywalkers MetalHack games becomes famouse for being 'you wan't to be at Days team' thing, comm bombing isn't unusual.

Sometimes it's unintended, you sue your comm to build defence at teh front. and so does your opponent.

But it isn't rare that a comm, especcialy when the player's base is demolished walks towards the enemy trying to knock a player out.

Also the com napping thing is getting common.
I'm guilty, I know.

So again, I will submit a possible solution: just like D-gun limit, limit the range of the commanders explosion.
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Dragon45
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Joined: 16 Aug 2004, 04:36

Post by Dragon45 »

Did any of you dum-dums even *play* OTA? :P

There's a reason it remains the default setting for every OTA game even after seven years. It works.


I'm seeing a lot more commdeath ends games around as people see the light ;) :P and it is a lot better than game continues IMHO becuase its more intense.

Hey if you dont like the setting, no need to put it down :P
Kixxe
Posts: 1547
Joined: 14 May 2005, 10:02

Post by Kixxe »

Dragon45 wrote:Hey if you dont like the setting, no need to put it down :P

Like kinda how pepole have complained on com continues in 2-3 diffrent threads? I just think this is kinda of a response.
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Min3mat
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Post by Min3mat »

com napping (in AA) is just fucking HILARIOUS
2 com laser shots kill a atlas. atlas will take a LONG time if at all to lift a moving com. the fool who leaves his com guarding or something and doesn't notice the atlas }:D i love it.
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Molloy
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Joined: 05 Jan 2005, 22:05

Post by Molloy »

As the other guys said OTA was almost always played with Commander Ends rules. People just learnt ways of protecting their Commander. You watch any of the tournament games on TADRS and you'll see players using their Commanders incredibly aggressively, but they know how much they can get away with. Alot of Spring players lack this degree of discipline and practice so they're losing their Commanders for stupid reasons.

Now I'll be the first to say that it's slightly harder to protect your Commander in AA and XTA than it was in OTA. The fact that people aren't putting tons of missle towers all over the place for combined land/air defence means that air attacks can catch people off guard. Personally, I think the fact the commander can build missle towers offsets this pretty well. He's not easy to kill with level 1 air, and by the time the enemy have level 2 you really should have him cloaked or in a heavily defended area.

One last thing I'd like to say is that assasinating someones Commander is a perfectly honorable tactic. If you're opponent isn't an idiot then it's incredibly tricky. I'm always in awe of the people like PRO_Tiptushi that try and take out Commanders with crawling bombs in Atlasses.

I'm seeing Commander Ends getting more and more popular. Provided there isn't a huge influx of new players I'd expect most of the games in 6 months time to be Commander Ends.
Last edited by Molloy on 05 Mar 2006, 20:43, edited 1 time in total.
.funkymp
Posts: 77
Joined: 23 Jan 2006, 22:48

Post by .funkymp »

com napping (in AA) is just fucking HILARIOUS
2 com laser shots kill a atlas. atlas will take a LONG time if at all to lift a moving com. the fool who leaves his com guarding or something and doesn't notice the atlas }:D i love it.
i agree

its hilarious

played some random ice map couple of days ago, and managed to nab 2 comms with the intruder (level2 transport core vehicle) its funny, because its the last thing your enemy really expects

like zenka said, some of the games on days servers have been hilarious lately with comm ends, ranging from ak swarming a comm to death to seeing who can nap with a bear first

the thing i still dont get - people get level2, have a huge energy increase - its comm ends YET they still dont cloak the commander. even a lot of the good players dont do it
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Molloy
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Post by Molloy »

I was playing just now and someone sent two atlas at me to nick the Comm. Just walked and lazered them. But he also sent two Hover Transports at me. I had two HLT firing on it but they have 5k worth of armour (and incredible reach). That's definately an AA balance issue that needs fixing.
.funkymp
Posts: 77
Joined: 23 Jan 2006, 22:48

Post by .funkymp »

the intruder just sucks stuff in within its range (its about the same as the bear)

i comm napped and didnt realise the comm was even in there till it blew up
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BigSteve
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Post by BigSteve »

Another problem ive noticed is people giving their stuff away before their comm dies and then asking their teamate for it back after the comm has been killed by their opponent, this is not noobs either, many rank 5 players Ive played at one time another with comm death = end has done this, 1 guy even did it to me when it was 3v1!! Me being the 1,
-.-
Myg is right, it does boil down to the type of players you play the game with, in my experience though, what I would consider more than reliable players have resorted to giving their stuff away and taking it back after Id popped their comm! the buggers! hehe - I mean I hate to lose, but I'll never resort to that crappy tactic :) its another reason why I hate comm ends with a passion :)

actually...I suppose its kinda ok in a way because it stops early comm rushing and then if you give your comm away its not really game ends so... happy days I suppose :)
It does irk me slightly when that happens though as my 20 strong brawler swarm couldve been used on the guys base instead of nailing his comm :)
maybe I'll just ask people if they are gonna give their stuff before I use my swarms :)
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BigSteve
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Post by BigSteve »

Actually scratch that whole last paragraph... I just remembered some players give alll their stuff apart fromt the comm
Then bomb early game
And take it back - comm ends is crap
continues ftw!

hehe
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Min3mat
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Joined: 17 Nov 2004, 20:19

Post by Min3mat »

u have rejoined the winning team
com ends may be funny, but i think that the loss of the dgun capability, a fair bit of storage, and a OK level of income as well as a potent amount of buildpower enough punishment for losing a com -.-
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DavetheBrave
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Joined: 22 Jun 2005, 02:52

Post by DavetheBrave »

I like commander death ends because it prevents comm rushing(until recently..)and makes for a more focused, shorter game. AA fits very well with it, because the comm has so much health, and is not as vulnerable to gunships. It does cause lame tactics sometimes. I have started kicking people from my games when they comm nap or share units before they die.

Game continues is good because it allows for come backs, and prevents some of the lame tactics mentioned in this thread. On the other hand, it makes for a game that often becomes unfocused, and based on rushing your opponent better. On small maps(or in big games), it turns into a game based on who comm bombs first, which really isnt any fun. It also is not hard to just build an aircraftplant->atlas and take your opponent by surprise.

Limited dgun can prevent many of these problems. But, it does not prevent comm bombing. But, it gives the advantage to whoever starts closer to the center. It also can be easily got around by using fps mode.

None of these options are perfect, but I think that Comm ends is the least evil . As myg said, it really does depend on who you are playing with. It seems recently, there has been more and more comm rushing and bombing going on.
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