[replay] The Travesty that is Comm Death = Game Ends
Moderator: Moderators
Couple thoughts about the endless commander controversy.
What about making an AA-NC (nerfed commander) mod. The commander has no d-gun and no explosion, play commander continues. This would just be another option like the forges and barebones options.
Also the one thing that bugs me with com ends is the stupid loss of a commander letting down the rest of the team in a team game. Could try game ends for team only when all commanders are dead - but then you could com bomb or try to abuse all but one of the coms. Or maybe if you lose you're commander, its game over, but the rest of your units lie idle for a team mate to .take.
What about making an AA-NC (nerfed commander) mod. The commander has no d-gun and no explosion, play commander continues. This would just be another option like the forges and barebones options.
Also the one thing that bugs me with com ends is the stupid loss of a commander letting down the rest of the team in a team game. Could try game ends for team only when all commanders are dead - but then you could com bomb or try to abuse all but one of the coms. Or maybe if you lose you're commander, its game over, but the rest of your units lie idle for a team mate to .take.
The games ends when commander dies option has many flaws. Can't the person who is about to lose the comm just give their comm away to a teammate? That way they don't even have to transfer all of their buildings just one unit
I'd say this definitely needs to be fixed. (And BTW Steve that 3v1 game was total BS, you definitely could have taken them if it wasn't for that lameness (probably still could have))

- Felix the Cat
- Posts: 2383
- Joined: 15 Jun 2005, 17:30
Which option do I pick if I want the objective of the game to be to defeat your opponent using skill and tactics with the available military units?
Should it be Comm Continues, where everyone starts with a multimegaton thermonuclear weapon that happens to build stuff?
Or should it be Comm Ends, where a lucky rush with 15 Brawlers can end the game without touching a single defensive or resource unit?
I'm still convinced that making the commander's explosion less massive would be a workable solution to ending comm bombing. However, these forums do not seem to represent a balanced cross-section of the Spring community, but instead a large collection of the leet pr0 players and very few who share the incomplete feeling that comm bombing lends to a game in which it occurs, so I expect my suggestion to get shot down as usual.
Should it be Comm Continues, where everyone starts with a multimegaton thermonuclear weapon that happens to build stuff?
Or should it be Comm Ends, where a lucky rush with 15 Brawlers can end the game without touching a single defensive or resource unit?
I'm still convinced that making the commander's explosion less massive would be a workable solution to ending comm bombing. However, these forums do not seem to represent a balanced cross-section of the Spring community, but instead a large collection of the leet pr0 players and very few who share the incomplete feeling that comm bombing lends to a game in which it occurs, so I expect my suggestion to get shot down as usual.
... and the fact that removing the explosion would make com duels more or less a pistol duel. DRAW, bam, dead, WIN. and the other player suddenly has a huge advantge.
Offcourse, what you all are saying is that you want to combination of this new nerfed commander with d-gun limit, makeing your commander a slow, clumpsy, non dangerus only being able to use his weapon on half of his soil, then we migth have a working solution.
I just won't ever play it, since i'm a "leet pr0" player who don't like when his commander, the strongest and most valubole unit in the game, turns into a cripple.
Offcourse, what you all are saying is that you want to combination of this new nerfed commander with d-gun limit, makeing your commander a slow, clumpsy, non dangerus only being able to use his weapon on half of his soil, then we migth have a working solution.
I just won't ever play it, since i'm a "leet pr0" player who don't like when his commander, the strongest and most valubole unit in the game, turns into a cripple.
I think i have good solution:
Make those options in lobby client or new mod:
1. Comm explosion does 0 damage to other comm
2. Dgun does 0 damage to other comm
3. limit dgun to start pos (we allready have this)
That way comm bomb is still viable but attacker will loose his comm while defender will still HAVE his comm. I dont care if commbomber makes a hole in my defenses as long as i have my commander intact and rdy do dgun some arses.
Comm ends can really be pain sometimes like someone said: lucky 10 bralwer and u win.. thats crap. Also with comm ends ppl still gamble with comm and try to kill big armys. Some loose their comm ofcourse (noobs).
Make those options in lobby client or new mod:
1. Comm explosion does 0 damage to other comm
2. Dgun does 0 damage to other comm
3. limit dgun to start pos (we allready have this)
That way comm bomb is still viable but attacker will loose his comm while defender will still HAVE his comm. I dont care if commbomber makes a hole in my defenses as long as i have my commander intact and rdy do dgun some arses.
Comm ends can really be pain sometimes like someone said: lucky 10 bralwer and u win.. thats crap. Also with comm ends ppl still gamble with comm and try to kill big armys. Some loose their comm ofcourse (noobs).
- SwiftSpear
- Classic Community Lead
- Posts: 7287
- Joined: 12 Aug 2005, 09:29
The whole point of a comm explosion is that it kills the other comm if 2 comms get in a fight with eachother. Otherwize comms could easily just base march and dgun down all your stuff and you'd have absolutly no recourse. At least you normally have the option of Dgunning him.ginekolog wrote:I think i have good solution:
Make those options in lobby client or new mod:
1. Comm explosion does 0 damage to other comm
2. Dgun does 0 damage to other comm
3. limit dgun to start pos (we allready have this)
That way comm bomb is still viable but attacker will loose his comm while defender will still HAVE his comm. I dont care if commbomber makes a hole in my defenses as long as i have my commander intact and rdy do dgun some arses.
Comm ends can really be pain sometimes like someone said: lucky 10 bralwer and u win.. thats crap. Also with comm ends ppl still gamble with comm and try to kill big armys. Some loose their comm ofcourse (noobs).
I ment that those 3 points i made should be ON TOGETHER, so enemy comm can never dgun my main base.
Let me repeat: In new mod, turn those options ON:
1. Comm explosion does 0 damage to other comm
2. Dgun does 0 damage to other comm
3. limit dgun to start pos (to prevent dgun base killing)
This should be balanced, comments?
Let me repeat: In new mod, turn those options ON:
1. Comm explosion does 0 damage to other comm
2. Dgun does 0 damage to other comm
3. limit dgun to start pos (to prevent dgun base killing)
This should be balanced, comments?
- SwiftSpear
- Classic Community Lead
- Posts: 7287
- Joined: 12 Aug 2005, 09:29
I still think comm explosions should damage other comms and comms should be able to dgun marching comms if they are headed for your base. If for some reason you can't finish off a rushing comm before he's standing on your fusion plants that's a MASSIVE problem. It's much safer to just Dgun him as soon as he gets close to your parimiter, you may give up your comm but a comm for a comm isn't a massive or unovercomable loss in TAS.
what are u talking about? U would let enemy comm (who has no dgun) to come to your main base?? that just lol. Even 5 flashes (or 2 llt or 1hlt) can kill comm without dgun.
The only thing that bothers me when enemy is commbombing is that i will loose my comm too even if i run away(when i use comm in front) Comm blast is just too huge (maybe it should kill enemy comm only in dgun radius)
The only thing that bothers me when enemy is commbombing is that i will loose my comm too even if i run away(when i use comm in front) Comm blast is just too huge (maybe it should kill enemy comm only in dgun radius)
- SwiftSpear
- Classic Community Lead
- Posts: 7287
- Joined: 12 Aug 2005, 09:29
I, as an old TA player, dont have prolem to protect my comm. Problem is that many ppl still lack this skill and what could have been funny 3v3 is now 2v3 cause many suck at protecting comm..funkymp wrote:another thing - comm end games BUILD 4/5 or somein decoy comms and then cloak your main one - problem solved
For you guys:ginekolog wrote:I am for it.jellyman wrote: What about making an AA-NC (nerfed commander) mod.
AA-NC as i see it:
1. Comm explosion radius is halved and does 0 damage to other comm
2. Dgun does 0 damage to other comm
3. limit dgun to start pos
http://www.fileuniverse.com/?p=showitem&ID=2557
You need AA144 for it
so trueginekolog wrote:I, as an old TA player, dont have prolem to protect my comm. Problem is that many ppl still lack this skill and what could have been funny 3v3 is now 2v3 cause many suck at protecting comm..funkymp wrote:another thing - comm end games BUILD 4/5 or somein decoy comms and then cloak your main one - problem solved
theres so many ways of making your comm hidden from the enemy, that people dont seem to do
- PauloMorfeo
- Posts: 2004
- Joined: 15 Dec 2004, 20:53
Ok, so i saw the replay yesterday.
Are you guys sure you aren't joking or anything? Are you really complaining about "Comm Death = Game Ends"????
- Through the whole game, i saw commanders trolling around the battlefield almost completely unprotected, which is especially ridiculous when you are playing in a Castles map. Basic rule, if you want your comm alive, protect it.
- White player done some serious raiding on the red commander (Fizzwizz), which started outside of a fortress and kept out of one and, because of that and because of lack of protection, was quite vulnerable. Still, no luck. Even with a good bunch of lvl-1 brawlers (which didn't even put the HP on yellow).
- Much, much after than i would expect a comander would be destroied (especially since you are complaining about this game), a comm finally dies, green. It happened when the game was pretty advanced and, by the time it hapened, he was completely dead. It was just the formalizer.
- Then, the game get's extremely boring. White no longer has a chance, with his right flank completely unprotected and 2v1 but the red/blue team do nothing. He even asked for a quick death to end his misery which is what hapened because it was "Comm Death = Game Ends" instead of a painfully wait for the red/blue team to decide to even attack the unprotected and hopeless white and manage to break his fortress.
If anything, that replay shows favourably of "Comm Death = Game Ends".
I am totally puzzled. I really am. Maybe i saw the wrong replay. Maybe this is «oposite thread». I do know that it isn't 1st of April. My mind can hardly concieve that you are actually serious about that replay showing that "Comm Death = Game Ends" is a bad thing.

Are you guys sure you aren't joking or anything? Are you really complaining about "Comm Death = Game Ends"????
- Through the whole game, i saw commanders trolling around the battlefield almost completely unprotected, which is especially ridiculous when you are playing in a Castles map. Basic rule, if you want your comm alive, protect it.
- White player done some serious raiding on the red commander (Fizzwizz), which started outside of a fortress and kept out of one and, because of that and because of lack of protection, was quite vulnerable. Still, no luck. Even with a good bunch of lvl-1 brawlers (which didn't even put the HP on yellow).
- Much, much after than i would expect a comander would be destroied (especially since you are complaining about this game), a comm finally dies, green. It happened when the game was pretty advanced and, by the time it hapened, he was completely dead. It was just the formalizer.
- Then, the game get's extremely boring. White no longer has a chance, with his right flank completely unprotected and 2v1 but the red/blue team do nothing. He even asked for a quick death to end his misery which is what hapened because it was "Comm Death = Game Ends" instead of a painfully wait for the red/blue team to decide to even attack the unprotected and hopeless white and manage to break his fortress.
If anything, that replay shows favourably of "Comm Death = Game Ends".
I am totally puzzled. I really am. Maybe i saw the wrong replay. Maybe this is «oposite thread». I do know that it isn't 1st of April. My mind can hardly concieve that you are actually serious about that replay showing that "Comm Death = Game Ends" is a bad thing.






