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Re: Reducing Time-To-Action Length in BA
Posted: 13 May 2010, 19:52
by CarRepairer
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.
Re: Reducing Time-To-Action Length in BA
Posted: 14 May 2010, 00:30
by Sucky_Lord
First person to join the lobby wins every game in the battle list
Re: Reducing Time-To-Action Length in BA
Posted: 14 May 2010, 08:25
by Jazcash
Damn. I just lost the game.
Re: Reducing Time-To-Action Length in BA
Posted: 15 May 2010, 14:35
by Wombat
Mav 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!
its really depressing ppl think ba = dsd

Re: Reducing Time-To-Action Length in BA
Posted: 16 May 2010, 23:01
by Hobo Joe
OP has never played 1v1 before
Re: Reducing Time-To-Action Length in BA
Posted: 20 May 2010, 01:21
by 1v0ry_k1ng
Wombat wrote:its really depressing ppl think ba = dsd

yeah, at least 5% of the community play other maps!
Re: Reducing Time-To-Action Length in BA
Posted: 10 Jun 2010, 03:31
by Pako
Wombat wrote:Mav 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!
its really depressing ppl think ba = dsd

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.
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.