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Re: Balanced Annihilation V6.31
Posted: 05 Jul 2008, 06:43
by Cabbage
just set commander control or kill all units as the default mod setting
Re: Balanced Annihilation V6.31
Posted: 05 Jul 2008, 07:28
by el_matarife
I'm only suggesting extra damage for artillery type units, since the commander shouldn't be able to easily defend against artillery. The commander is supposed to stop early rushes of infantry kbots and raiding tanks / scout units, not the more middle game artillery. If your commander comes under attack by artillery and you aren't pushing with him there's clearly something wrong or you're almost dead since artillery in your base is probably game over anyway.
However, I personally am not that irritated by commander tactics and don't think we necessarily need to go overboard on it, I'm just suggesting that if we set the commander to an EMP explosion and made him weaker to artillery commander bombing and pushing would basically be over.
Re: Balanced Annihilation V6.31
Posted: 05 Jul 2008, 09:19
by GBscientist
Does BA use MR.D's improved CORE units, and if not, why?
Re: Balanced Annihilation V6.31
Posted: 05 Jul 2008, 10:16
by Evil4Zerggin
No, and from what I've heard they want to wait for an entire set for consistency (correct me if I'm wrong).
Re: Balanced Annihilation V6.31
Posted: 05 Jul 2008, 10:58
by Pressure Line
el_matarife wrote:I'm only suggesting extra damage for artillery type units, since the commander shouldn't be able to easily defend against artillery. The commander is supposed to stop early rushes of infantry kbots and raiding tanks / scout units, not the more middle game artillery. If your commander comes under attack by artillery and you aren't pushing with him there's clearly something wrong or you're almost dead since artillery in your base is probably game over anyway.
However, I personally am not that irritated by commander tactics and don't think we necessarily need to go overboard on it, I'm just suggesting that if we set the commander to an EMP explosion and made him weaker to artillery commander bombing and pushing would basically be over.
by the middle game compushing is a non-issue for the most part. because as soon as he leaves his[her?] support behind he will die.
Re: Balanced Annihilation V6.31
Posted: 05 Jul 2008, 11:05
by KDR_11k
el_matarife wrote:Or you could just eliminate com pushing by giving a few T1 units extra damage versus commanders, like artillery, missile trucks, and maybe some sort of kbot. Commander pushing is used because its damn effective, if LLTs and the commander got slaughtered by a few different unit types people would no longer bother.
They don't want to eliminate com pushing, they want to make it more of a risk. If you feel confident to take that risk go ahead but don't complain if it ends up booting you from the game.
Re: Balanced Annihilation V6.31
Posted: 05 Jul 2008, 11:15
by LordMatt
el_matarife wrote:I'm only suggesting extra damage for artillery type units, since the commander shouldn't be able to easily defend against artillery. The commander is supposed to stop early rushes of infantry kbots and raiding tanks / scout units, not the more middle game artillery. If your commander comes under attack by artillery and you aren't pushing with him there's clearly something wrong or you're almost dead since artillery in your base is probably game over anyway.
This is a horrible idea that will never be implemented in BA. Make TWO llts with overlapping firing range and a com will die with any skill at all on your part.
Re: Balanced Annihilation V6.31
Posted: 05 Jul 2008, 21:51
by NOiZE
Also remember guys, to hide and cloak your commander later in the game.
Re: Balanced Annihilation V6.31
Posted: 05 Jul 2008, 23:16
by NOiZE
Would be nice if someone would make a widget that reminds you that its "Commander Control", just like that widget that reminds you that its "Commander Ends"
=)
Re: Balanced Annihilation V6.31
Posted: 06 Jul 2008, 11:56
by det
LordMatt wrote:This is a horrible idea that will never be implemented in BA. Make TWO llts with overlapping firing range and a com will die with any skill at all on your part.
More like 3, but this is only because special damage llt -> com, so it is essentially the same idea as him, with a different unit class.
Re: Balanced Annihilation V6.31
Posted: 06 Jul 2008, 14:34
by MR.D
NOiZE wrote:Would be nice if someone would make a widget that reminds you that its "Commander Control", just like that widget that reminds you that its "Commander Ends"
=)
It would be equally useful for this to be more visible in the lobby Battlescreen as well.
Or if it was setup to be visible in the games listings via icon or something in the lobby too.
Re: Balanced Annihilation V6.31
Posted: 06 Jul 2008, 19:46
by Klopper
I have dgunned 3-llt-porcs by approaching the llts from the side so they blocked themselves from shooting :)
Re: Balanced Annihilation V6.31
Posted: 06 Jul 2008, 19:59
by ZellSF
2 is usually enough to provided you have some units to finish it. Of course in a com ends game which is what BA is supposedly balanced after, you won't risk running into two llts with your com in any scenario.
Re: Balanced Annihilation V6.31
Posted: 07 Jul 2008, 04:07
by Acidd_UK
ZellSF wrote:...you won't risk running into two llts with your com in any scenario.
What about if all you have left is a com, the ground is really bumpy so you cannot build and all the enemy has left is 2 llts guarding a solar?
Re: Balanced Annihilation V6.31
Posted: 07 Jul 2008, 07:31
by ZellSF
Acidd_UK wrote:ZellSF wrote:...you won't risk running into two llts with your com in any scenario.
What about if all you have left is a com, the ground is really bumpy so you cannot build and all the enemy has left is 2 llts guarding a solar?
Then they would explode because they have no com.
Re: Balanced Annihilation V6.31
Posted: 07 Jul 2008, 08:25
by Ashnal
You know you could just do it the CA way and make comms dgun immune and their explosions fall off at range, this makes commbombing practically unviable and comm confrontations end less quickly. It would make falling back and building some defense a better idea than confrontation.
Re: Balanced Annihilation V6.31
Posted: 07 Jul 2008, 08:31
by LordMatt
I don't see why that is necessary. Just play comends lineage if you don't like combombs and comdguns. (Better yet, just play that because it is more fun

). In com ends lineage, combombs are much less frequent, but can be used to turn a game and are a fair strategy (ur getting pwnt but the dude who is beating you leaves his com exposed and gives you a chance to maek atlas).
Re: Balanced Annihilation V6.31
Posted: 07 Jul 2008, 12:29
by Klopper
Also, it is an old and holy TA rule that dgun kills ANYTHING...i wouldn't like to see that rule changed tbh

Re: Balanced Annihilation V6.31
Posted: 08 Jul 2008, 01:22
by Gota
Well Ba is hardly keeping to OTA conventions(and plays nothing like OTA)...
Look at SupCom.
Its not fun as a whole but the commander instead of having a dgun has a long range laser and a lot of hp.
Imo it makes for much better Gameplay.
Coms usually engage in combat in a much more involved and interesting way
and an entire game of playing better than your opponent cannot be ruined by a combomb(in case of a 2v2)which negates any bonuses your team might have had because you played better.In supcom air is much more common thus an atlas combomb is very hard,in spring however and especially in BA,static aa is not good and air is not very common thus ruining a very good performance by a lucky combomb is much much easier than just playing very very good all game and gaining an advantage.
Re: Balanced Annihilation V6.31
Posted: 08 Jul 2008, 04:29
by Neddie
LordMatt wrote:I don't see why that is necessary. Just play comends lineage if you don't like combombs and comdguns. (Better yet, just play that because it is more fun

). In com ends lineage, combombs are much less frequent, but can be used to turn a game and are a fair strategy (ur getting pwnt but the dude who is beating you leaves his com exposed and gives you a chance to maek atlas).
I always found continues equally fun, but I'll bite.