I agree!!! that's why game ends is the best!SwiftSpear wrote:Gameplay > everything.
Suggestion: Comm Ends as default
Moderator: Moderators
I made a BA 5.5 mutator that changes the commander's dgun to EMP anything for 60 seconds and its explosion to (with the same radius) to EMP for 120 seconds. I'll put it on U-F on Thursday.YokoZar wrote:So...
Have any mods tried actually reducing the commander explosion? That change alone would make comm-bombing stupid and give you a huge reason to keep your comm in base.
PS. Eagerly awaiting Wine 0.42 packages

- SwiftSpear
- Classic Community Lead
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- Joined: 12 Aug 2005, 09:29
With that short of a duration, it would imbalance the game. This is replacing the commanders d-gun. The commander could take on 10 flash before with good dgunning. No way that will happen with a 15 second EMP.hunterw wrote:way too long of a duration for empdet wrote: I made a BA 5.5 mutator that changes the commander's dgun to EMP anything for 60 seconds and its explosion to (with the same radius) to EMP for 120 seconds. I'll put it on U-F on Thursday.
try like, 15 secs, tops
My humble opinion: BA is based on AA, which was designed for Continues. Look back at the AA threads focussed on comm-balancing - they all talk about Continues. The BA comm wasn't designed for Game Ends. It make work for it, but it's not designed for it. You're _expected_ to use your comm as a kamikaze weapon in BA - it's just part of the game.
As such, I wouldn't recommend making Comm-behaviour decisions based on BA. I'd go so far as to say that BA should add the "Commander" flag to factories if Spring ever changes the default mode to be "Game Ends", to preserve the gameplay that the mod was designed for.
As such, I wouldn't recommend making Comm-behaviour decisions based on BA. I'd go so far as to say that BA should add the "Commander" flag to factories if Spring ever changes the default mode to be "Game Ends", to preserve the gameplay that the mod was designed for.
My opinion BA is based on AA which is based on UH which is based on OTA which is designed for Game Ends, i can't help it you guys can't press the cloak button and put him in some corner with a radarjammer. You say it costs much? nah not really, 100 E, thats 5 solars....Pxtl wrote:My humble opinion: BA is based on AA, which was designed for Continues. Look back at the AA threads focussed on comm-balancing - they all talk about Continues. The BA comm wasn't designed for Game Ends. It make work for it, but it's not designed for it. You're _expected_ to use your comm as a kamikaze weapon in BA - it's just part of the game.
As such, I wouldn't recommend making Comm-behaviour decisions based on BA. I'd go so far as to say that BA should add the "Commander" flag to factories if Spring ever changes the default mode to be "Game Ends", to preserve the gameplay that the mod was designed for.
And how would you make our commander good for game ends then? (without removing the D-Gun/ComExplosion)
Pxtl wrote:My humble opinion: BA is based on AA, which was designed for Continues. Look back at the AA threads focussed on comm-balancing - they all talk about Continues. The BA comm wasn't designed for Game Ends. It make work for it, but it's not designed for it. You're _expected_ to use your comm as a kamikaze weapon in BA - it's just part of the game.
As such, I wouldn't recommend making Comm-behaviour decisions based on BA. I'd go so far as to say that BA should add the "Commander" flag to factories if Spring ever changes the default mode to be "Game Ends", to preserve the gameplay that the mod was designed for.
AHHHHHHAAHAHAHAHAHAHAHHAHAHAHAAAAAAA :DDDD
Comm conts = mostly in 3x3+ games
comm ends = 1v1 & 2v2 in some maps.
YOUR COMMANDER IS MUCH MORE THAN A WALKING NUKE, REMEMBER IT KIDS.
Oh, I have no idea how to make it better - my point was just that BA's comm has changed very little from AA days, and I remember the AA period when the comm was being heavily rebalanced - Game Ends was never even considered at the time. That's my point. While it has features that were designed for Game Ends that are holdovers from Cavedog (like the mutual-destruction commbomb), the balancing was specifically intended for Continues.
If the BA Comm works well for Game Ends, it's a happy accident.
If the BA Comm works well for Game Ends, it's a happy accident.
For the 2438th timemanored wrote:Thats the problem: It doesnt. Its too hard to hide him, even more due to the fact that he is show in a all special way on radar, but he also got too few health for his importance and can be killed easly.Pxtl wrote:If the BA Comm works well for Game Ends, it's a happy accident.
PUT HIM ON CLOAK UNDER A RADAR JAMMER GG
edit
owh and don't put him too much on the front when there a hundreds of units fighting there....
- Machiosabre
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