NEW LADDER! 1v1 BA ladder tourney - Page 4

NEW LADDER! 1v1 BA ladder tourney

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ginekolog
Posts: 837
Joined: 27 Feb 2006, 13:49

Post by ginekolog »

i am against fuzzy rules. Rule should be very accurate like:

Dont drop comm in 1200 range around epicenter of initial mexes (up to 3 intial mexes taken in accout). Still its hard to know which ones are initial and meassure that range ingame.

I would drop that rule and leave only fist one which makes perfect sense and is very exact.
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hunterw
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Joined: 14 May 2006, 12:22

Post by hunterw »

i have an idea, make the comm's laser rape atlases, or perhaps thru lua make it rape only atlases that are carrying comms
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Sleksa
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Joined: 04 Feb 2006, 20:58

Post by Sleksa »

hunterw wrote:i have an idea, make the comm's laser rape atlases, or perhaps thru lua make it rape only atlases that are carrying comms


it already does in 2 shots, the only problem is that when they get on top of the comm, the comm cant turn his gun straight upwards,


if i understood your post correctly your talking about comnaps instead of combombs, and comnapping is already quite easy to counter.

1)spot high speed blobs on radar coming to your comm
2) ctrl+c your comm and hit they hotkeys that correspond to making defender, or click it from the buildmenu
3) atlas comes in and gets shot
4) in case of several atlast you make the defender and keep your commander moving.
5) ???
6) comnapping solved


commbombing on the other hand is harder to counter , but it can be done if you are doing ok and have decent buildpower near to your commander ( which you should have when you are winning and forcing the other player to try the last possible strategy of taking the enemy with him)
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ginekolog
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Joined: 27 Feb 2006, 13:49

Post by ginekolog »

in ladder games it makes no sense to commbomb enemys comm as combombers comm explodes first --> commbomber looses.

Naping is not a problem as long as u pay attention. Some are master of naping though.. making a diversion first and then nap - ugly stuff, but fair :)
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hunterw
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Joined: 14 May 2006, 12:22

Post by hunterw »

commnap is just = run ur boy. course if ppl are smart they send in their flash at the same time cause no dgun.
Sleksa wrote:
if i understood your post correctly your talking about comnaps instead of combombs, and comnapping is already quite easy to counter.
incorrect, i'm talking about solving the no comdrop in 1v1 ladder rule like everyone else

!!!!!!here's lua rules ideas for eliminating the need for both of these ladder rules!!!!!!

Code: Select all

if comm == ends and boysonmap == 2 then
{if boy dguns other boy, boy that dguns = lose match}

if comm == ends and boysonmap == 2 then
{comm has new weapon, a laser that aims a bit further than the normal laser and at any angle at an atlas IF that atlas carries enemy boy}
games would still last for 2 min in these scenarios, but the ppl attempting the lame wins would just lose the game instead, so it would be pointless.

you can argue oh its not pure TA bla bla but who the hell cares, they are both lame to the point of being loopholes so you might as well close them


probably some convoluded code though
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SwiftSpear
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Joined: 12 Aug 2005, 09:29

Post by SwiftSpear »

You could just make the commander armor type take no damage from dgun to achieve the effect of the first item. That would mean a lazer kill wins a fight, but that's fair IMO, gives lots of time to run boi behind LLT if you're playing properly.

The second one still doesn't work. The problem is that people commdrop in the first few minutes after the boi has left base and dgun all shits, which results in a loss because the one dude is set back so far. LLT can kinda stop this, but to really stop it in full you need LLT and missle towers... not that it's an incredibly obtuse request that a player have 2 LLT and a missle tower in their main base in the early game....
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hunterw
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Post by hunterw »

SwiftSpear wrote:You could just make the commander armor type take no damage from dgun to achieve the effect of the first item. That would mean a lazer kill wins a fight, but that's fair IMO, gives lots of time to run boi behind LLT if you're playing properly.
i disagree because this changes up the game mechanics. this would result in bois rushing up on each other and dgunning the shit out of each other's unit entourages...imagine whatever llt/flash being around them dying but them just sitting there lasering each other. lol. that's a huge huge change to game mechanics, whereas my rule still preserves the same game mechanics but eliminates victory for doing gay shit.
The second one still doesn't work. The problem is that people commdrop in the first few minutes after the boi has left base and dgun all shits
there would a way to prevent this, and it's to keep ur boi by ur base until you get defender(s) up. not an incredibly obtuse request at all.

cmon u know my rules are ftw 8)
Torrasque
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Joined: 05 Oct 2004, 23:55

Post by Torrasque »

Meltrax : what is your plan for the lobby integration ?
Uploading replay would be so cool. ( I love watching replay )
Saktoth
Zero-K Developer
Posts: 2665
Joined: 28 Nov 2006, 13:22

Post by Saktoth »

I think 'In the case of draw, player who dies first loses' and 'in the case of d-gun draw, player who d-gunned loses' is pretty straightforward and the area which a ladder should probably have rules on (IE, deciding the outcome of draws).

Here is one for you though, what if Com A is in a hulk transport, and com B d-guns the hulk. Is that lose-by-d-gun or win-by-hulk-kill? What if the com gets naped and both coms are in the hulk when it dies to a sub or such?

Its the 'no rushing start position' thing that is the messy rule with fuzzy edges. With scout plane and atlas, its quite easy with a bit of micro to drop on the other side of his fac from his com, d-gun it, and be in the air and away. All this before he has his first jeffy, especially if he goes for a 3-mex or LLT start.

Com already kills atlas pretty quickly, the problem i think is mostly his aiming script. The com aims slowly at new targets and sometimes not at all (esp when nano'ing).
Torrasque
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Joined: 05 Oct 2004, 23:55

Post by Torrasque »

Perhaps you can make that when two commander explode, the nearest from his start point win. It's a pretty simple rule and "easy" to integrate to the game.
MelTraX
Posts: 470
Joined: 02 Jan 2007, 16:18

Post by MelTraX »

About the lobby integration.. Satirik is working on TASClient as I type and already finished quite a lot of the stuff..

The SpringLobby guys told me that they will integrate it but atm there are more important things because at first it has to support all the main features.

I also PMed AF and got a reply along the lines of "what are you thinking!?".

I didn't include replays into my ladder system because there is already a site where you can upload replays. You can, however, give my ladder the ID from the replay site and it will link to it (the links aren't there yet but they will be soon). Since Satiriks lobby fork already has the ability to upload replays to that page it shouldn't be a problem to pass that ID when reporting a game.

Since the lobby development is completely out of my hands, I can't promise you anything ofc..
imbaczek
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Joined: 22 Aug 2006, 16:19

Post by imbaczek »

The replay site could use tags, you could then tag replays with e.g. ladder or tournament or koba/koee/koxta/kowhatever.
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flop
Posts: 335
Joined: 22 Nov 2006, 05:44

Post by flop »

all of u need to shut up and go play ladder games then complain. most of the people bitching here arent even signed up on the ladder, so GTFO
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Dragon45
Posts: 2883
Joined: 16 Aug 2004, 04:36

Post by Dragon45 »

ginekolog wrote:i am against fuzzy rules. Rule should be very accurate like:

Dont drop comm in 1200 range around epicenter of initial mexes (up to 3 intial mexes taken in accout). Still its hard to know which ones are initial and meassure that range ingame.

I would drop that rule and leave only fist one which makes perfect sense and is very exact.
then i fly around in own atlas and make 3 mexxes all over map

insta-lose for you if you go air to move comm anywhere B)
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Neddie
Community Lead
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Post by Neddie »

Mel, I'm unable to get it to load my ArchiveCacheV4.txt - can you implement a manual, map by map, method of adding maps?
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SwiftSpear
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Joined: 12 Aug 2005, 09:29

Post by SwiftSpear »

hunterw wrote:
SwiftSpear wrote:You could just make the commander armor type take no damage from dgun to achieve the effect of the first item. That would mean a lazer kill wins a fight, but that's fair IMO, gives lots of time to run boi behind LLT if you're playing properly.
i disagree because this changes up the game mechanics. this would result in bois rushing up on each other and dgunning the shit out of each other's unit entourages...imagine whatever llt/flash being around them dying but them just sitting there lasering each other. lol. that's a huge huge change to game mechanics, whereas my rule still preserves the same game mechanics but eliminates victory for doing gay shit.
The second one still doesn't work. The problem is that people commdrop in the first few minutes after the boi has left base and dgun all shits
there would a way to prevent this, and it's to keep ur boi by ur base until you get defender(s) up. not an incredibly obtuse request at all.

cmon u know my rules are ftw 8)
Yes it changes the game mechanics, but the change seems to be exactly what people are asking for. A situation where comm spotting another comm isn't an instant MAD event. If you dgun an enemy comm's procession and then proceed to get lazed down by the enemy comm the result is exactly the same as if you just dgun the enemy comm. 2 comms die, and the comm's procession die. That doesn't change. It's frigging hard to dgun down LLT in BA.
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Dragon45
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Joined: 16 Aug 2004, 04:36

Post by Dragon45 »

in BA, 2 LLT spaced apart = gg
Saktoth
Zero-K Developer
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Joined: 28 Nov 2006, 13:22

Post by Saktoth »

Even after one LLT, a quick rush by anything-you-have-on-hand will finish him off.

I think coms doing 0 d-gun damage to eachother sounds pretty good, though you still get lame 'd-gun fac' situations. Could even make coms not insta-kill eachother with their explosion then, too, though that has various other implications as well.
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Raghna
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Joined: 11 Jul 2007, 17:04

Post by Raghna »

Wouldn't it be possible to use the area of the 'Limit-Dgun' that makes the enemy Comm loose HP when he's in that area?

Also
for comm continues 1vs1 or Teamgames:
if all players of team A make Atlas and combomb the enemy, it's a overal win, I know it's lame, but I don't really think people should expect and try to prevent this. So I would try to solve both matters with 1 thing/mod/rule/whatsoever...
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SwiftSpear
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Joined: 12 Aug 2005, 09:29

Post by SwiftSpear »

Raghna wrote:Wouldn't it be possible to use the area of the 'Limit-Dgun' that makes the enemy Comm loose HP when he's in that area?

Also
for comm continues 1vs1 or Teamgames:
if all players of team A make Atlas and combomb the enemy, it's a overal win, I know it's lame, but I don't really think people should expect and try to prevent this. So I would try to solve both matters with 1 thing/mod/rule/whatsoever...
I'd prefer it another way.... The limit d-gun system disables a commanders explosion when he enters an enemy commanders limited dgun radius.
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