One for all and... One for all again (BA)

One for all and... One for all again (BA)

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Should transported coms in t1 trans be removed

Yes
17
35%
No
25
51%
Don't Care
7
14%
 
Total votes: 49

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Nixa
Posts: 350
Joined: 05 Oct 2006, 04:32

One for all and... One for all again (BA)

Post by Nixa »

Lately there has been more and more people just building air, flying to the othersides bases and dgunning. Sure, its legit in all sense of the work at the moment, but there is a seriously problem emerging.

If the player drops and dguns a few bases his team generally wins.
If he dies, the other team wins with his com metal.

Either way, the game is decided generally by the one person (talking about larger games here, though smaller games this is just the same).

Funny thing is I've watched these players and they have no idea what to do if they choose not to do a drop. This leads to them dropping 95% of the time (ie/Cefte).

Anyway, the point of this post being does the community support 1 person deciding the outcome in a 16 player game?
Regret
Posts: 2086
Joined: 18 Aug 2007, 19:04

Re: One for all and... One for all again (BA)

Post by Regret »

Yes.
Super Mario
Posts: 823
Joined: 21 Oct 2008, 02:54

Re: One for all and... One for all again (BA)

Post by Super Mario »

Transporting a com is a vailed tactic that should not be removed. Quit complaining and built some anti air as soon when you have a base running up for crying out loud.
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Nixa
Posts: 350
Joined: 05 Oct 2006, 04:32

Re: One for all and... One for all again (BA)

Post by Nixa »

Super Mario wrote:Transporting a com is a vailed tactic that should not be removed. Quit complaining and built some anti air as soon when you have a base running up for crying out loud.
I asked for opinions, not to flame me, but in there somewhere I think we got your answer...
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Das Bruce
Posts: 3544
Joined: 23 Nov 2005, 06:16

Re: One for all and... One for all again (BA)

Post by Das Bruce »

Won't fighters tear transports to shreds?
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Nixa
Posts: 350
Joined: 05 Oct 2006, 04:32

Re: One for all and... One for all again (BA)

Post by Nixa »

Das Bruce wrote:Won't fighters tear transports to shreds?
Yes and no, first of all, it takes ALOT of e to produce early fighters, second they have to be in the right place, and third trans and fighters fly at very similar speeds (not to mention issues with the pathing of fighters when turning etc)

That and its quicker to build a trans and scout than it is to build a fighter.
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JohannesH
Posts: 1793
Joined: 07 Apr 2009, 12:43

Re: One for all and... One for all again (BA)

Post by JohannesH »

People should be more aware how to react to such drops and then it wouldnt be used as much. Use starting builds that take into account that possibility (and i dont mean early mts).

Also its not the only kind of all-in move there is. Apart from fast ones like this or shared lab, a nuke rush could be considered similar for example... The whole game centers around that guy then. Difference being that commdrop games end earlier.
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AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Re: One for all and... One for all again (BA)

Post by AF »

reduce the cost of early anti-air, and add cloaking with a large detection radius. T1 transport is shot down, and only sees defence when in range of it.
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JohannesH
Posts: 1793
Joined: 07 Apr 2009, 12:43

Re: One for all and... One for all again (BA)

Post by JohannesH »

AF wrote:reduce the cost of early anti-air, and add cloaking with a large detection radius. T1 transport is shot down, and only sees defence when in range of it.
Didnt really understand the part about cloaking, what you want cloaked and why, but that solves nothing.
Super Mario
Posts: 823
Joined: 21 Oct 2008, 02:54

Re: One for all and... One for all again (BA)

Post by Super Mario »

Just make the anti-air tower and radar cheaper to build.
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JohannesH
Posts: 1793
Joined: 07 Apr 2009, 12:43

Re: One for all and... One for all again (BA)

Post by JohannesH »

Cheaper aa breaks the game in every other way. And radar is a no-brainer to build all the time already. If you dont scout early, you deserve to get comdropped
Super Mario
Posts: 823
Joined: 21 Oct 2008, 02:54

Re: One for all and... One for all again (BA)

Post by Super Mario »

Well by the looks of this poll the "no" category is way ahead.
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Pxtl
Posts: 6112
Joined: 23 Oct 2004, 01:43

Re: One for all and... One for all again (BA)

Post by Pxtl »

The myriad commcheese tricks at the beginning of BA are a stupid gameplay feature, but there are so many that you can't plug all the holes and you'd make the game into a nightmarish mess if you tried. I say leave it in, and if you don't like it play a game that doesn't include that kind of crap. Leave BA to the guys who like that sort of thing.
Super Mario
Posts: 823
Joined: 21 Oct 2008, 02:54

Re: One for all and... One for all again (BA)

Post by Super Mario »

Pxtl wrote: If you don't like it play a game that doesn't include that kind of crap. Leave BA to the guys who like that sort of thing.
+10000
HectorMeyer
Posts: 181
Joined: 13 Jan 2009, 11:20

Re: One for all and... One for all again (BA)

Post by HectorMeyer »

Super Mario wrote:
Pxtl wrote: If you don't like it play a game that doesn't include that kind of crap. Leave BA to the guys who like that sort of thing.
+10000
whoa, dude, thats like a HUGE number, i think you're exaggerating a bit here..
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Pxtl
Posts: 6112
Joined: 23 Oct 2004, 01:43

Re: One for all and... One for all again (BA)

Post by Pxtl »

I'm not being elitist - I'm not saying "lol, don't mock BA" - I seriously think that most BA players (particularly the 6v6 dsd set) would be happier playing NOTA or CA or any number of other mods.

But BA is what it is. The game is nasty, tricky, and overcomplicated... but it's also balanced and pretty-much hammered out. All the dirty tricks seem to be pretty well known. There are lots of stupidities, but no game-breakers.
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Neddie
Community Lead
Posts: 9406
Joined: 10 Apr 2006, 05:05

Re: One for all and... One for all again (BA)

Post by Neddie »

I personally think being able to transport the commander at start is a good element, but the cheese that comes with it, not so much.
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Pxtl
Posts: 6112
Joined: 23 Oct 2004, 01:43

Re: One for all and... One for all again (BA)

Post by Pxtl »

neddiedrow wrote:I personally think being able to transport the commander at start is a good element, but the cheese that comes with it, not so much.
Umm, the ability to transport the most powerful unit in the game, a unit which is also capable of building defenses anywhere (including in enemy territory) as well as factories at the first moment when most players will have barely any combat units at all... yeah, being able to transport at the start is kind of inextricably tied to the "cheese" part of the equation. They really can't be divorced without changing the very nature of the commander.
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Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Re: One for all and... One for all again (BA)

Post by Argh »

Um, here's an idea. Somebody just write a ModOption that disables the ability of the Commander to use T1 transports (easy). That fixes both com-nap and airdropped coms. Pretty simple, really, it's all the same problem.

If you feel like that's "too extreme", I'm sure a version that will let you transport a Com, but not drop it unless you're > some distance from the nearest enemies could also be written very easily.

If people prefer to play that way, they will enable that ModOption. Tired of seeing what's basically the same thread, over and over, about something that's incredibly easy to fix.
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Nixa
Posts: 350
Joined: 05 Oct 2006, 04:32

Re: One for all and... One for all again (BA)

Post by Nixa »

Or, make dgun limit proportional to the largest dimension of the map, and 66% of that dimension? That could work, solve most problems
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