klapmongool wrote:Please stop fucking up BA already.
Please, elaborate? Or were you just trolling?
very_bad_soldier wrote:Commander gameplay (exactly how it is) is pretty much BA's spine, it is it's DNA. If you think the commander is a bad game mechanic then, no offense, I really think BA is not the game for you. It's like tennis players coming to a chess forum and claiming that the king is bad gameplay mechanic and should be changed.
If you have major concerns like this one and want them changed then I think it is appropriate to do this in a fork of BA. It would be fair to the BA community and out of respect for the BA heritage to not experiment with current BA which is basically in a stable state since some years with only occasional minor adjustments. This is how we like it.
tl;dr
What klap said...
BA comm as it is just now is source of "Balanced Annihilation's" balance issues, think about it. Did you notice how bad it sounds to have an
Annihilation-like game that has issues with the commander unit?(?!)
However, forking into BAR and BAL(egacy)..... Ehhmmm.....
albator wrote:Another sarcastic thread.
For the serious players, start ask yourself the questions:
- how do I killed T3 unit when I am still T1 ? -> commander
- i need to use 2k worth unit to kill commander, it the game over ? no -> commander wreck allow the owner of the commander to recover if it get the metal if he is into defense usually. That is the other way around stands usually if the owner of the commander was the attackant. Eventually it helps the players being the closest to to the wreck to use the metal. It participate to do the game more interesting.
Those stuffs have been though out decades ago for a reason. You only pin point a particular scenario (dsd, and btw that is a 2v2 map) that is not relevant to the the game...
*snip*
Sarcastic thread?
Honestly, I doubt that any of these three did read the OP
, and I have a feeling I'm not alone. RTFOP
should be basic human decency, but sometimes, you just wonder if it shouldn't be made an official rule, and not complying with it might even be a misdemeanor offense, since it often indicates that the user in question didn't bother to read the etiquette...
OK, time to move to the actually relevant part of the post.
tzaeru wrote:This, too, is very true. Commander is one of those things which makes BA unique amongst other modern RTS. Taking unique things out would be the last thing we want to do. And there's a chance for some epic story telling from all them wild combombs, coms surviving rushes with 1% hp, etc.
So, I'd never want to see comms go away as a crucial part of the game.
Annihilation-like games are kinda supposed to rise and fall with the commander unit, 'if you aren't dead with the comm going boom, you might as well be' is how it usually goes, and is, unlike the comm sacrifice for eco, intuitive. But you seem to already know that, hence the thread... Maybe somebody read and will understand better?
Forboding Angel wrote:Which brings me to another point I've been saying forever. Instead of having mass nanoturrets, give factory and con bp a large boost. Honestly, there isn't anything cool about having to build 20 nanoturrets to support a single factory.
You do have a point there, but I'm not sure how to even begin to tackle that without having a single factory stall the early eco, or morphing the factories to the more BP versions of themselves... Then again, many factories/engineers/nanoturrets is kinda recommended
(and often more efficient, in that order) solution to BP deficit in Annihilation...
tzaeru wrote:albator wrote:- i need to use 2k worth unit to kill commander, it the game over ? no -> commander wreck allow the owner of the commander to recover if it get the metal if he is into defense usually.
In team games, this mechanic lets a single player make or break the whole match in early stages.
If we imagined that commander dropped say, 1000 metal, and someone suggested that "hey, we should increase it to 2500", I have hard time believing that the community would be particularly excited about the prospect.
Well, if the comm metal drop is here to stay, then the 1000-1500 metal isn't bad idea to consider...
Forboding Angel wrote:Realistically, a comm explosion shouldn't be any more forceful than the combined force of an energy and a metal storage facility blowing up.
The fluff surrounding the comm explosion was always that the backpack was volatile. But consider what the commander is capable of. +2/+40 and 1000/1000 storage. That is massively dwarfed by 2 storage buildings, 2 solars and a mex.
An argument could be made that the Dgun bla bla bla bla, though, so there is that.
My REAL point is that it would make a lot more sense if the comm explosion was no more than a fusion.
tzaeru wrote:A slightly smaller size than now would be pretty nice. Like, keep players able to punish inattention via a good bomb, just not quite as easily as now.
Shouldn't the explosion be, say, combined explosion of at least a fusion and two metal makers?
Stupid question time: how hard would making a multitude of death-nuke ranges be, like, have a widest radius, lowest damage circle, then inside a smaller, additional damage circle, and finally, even smaller, even more additional localized damage range?
tzaeru wrote:To add to my post above, I am totally ok with:
- Commander being the most powerful early-game constructor unit.
- Commander being used to reinforce control of a frontline both as a combat unit and as a constructor.
- Commander dgun.
- Commander explosion being visually appealing and impactful enough to affect the gameplay if the timing of is good.
- Commander dropping enough metal to make it appealing to protect the wreck or to target it in early game.
What I'm not so OK with is:
- Commander self-d for metal being basically mandatory in medium and large team games.
- No option to use commander as a base enchanter rather than as a frontline unit in small games (it might be impossible to balance this for 1v1 at least for kbot maps where vehicle cons can't outpace comm).
- The ease of combombing a whole frontline.
- Commander being faster than a T1con kbot combined with having almost 4x the building power.
- The ease with which a total of 5k metal can be lost to the opponent team by a single player's mistake.
These are all reasons why I proposed the canges in speed, tankyness, and the comm self-d changes
Jools wrote:Of course it's possible: that's how it works in Total Annihilation and almost all other spring games except ba.
Also, thank you, good to know that, however, it seems like the total removal of the comm wreck isn't the popular option, so, it also probably means that this falls out of question...