Page 1 of 7
One for all and... One for all again (BA)
Posted: 05 Sep 2009, 02:24
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?
Re: One for all and... One for all again (BA)
Posted: 05 Sep 2009, 02:31
by Regret
Yes.
Re: One for all and... One for all again (BA)
Posted: 05 Sep 2009, 02:33
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.
Re: One for all and... One for all again (BA)
Posted: 05 Sep 2009, 02:35
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...
Re: One for all and... One for all again (BA)
Posted: 05 Sep 2009, 02:38
by Das Bruce
Won't fighters tear transports to shreds?
Re: One for all and... One for all again (BA)
Posted: 05 Sep 2009, 02:42
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.
Re: One for all and... One for all again (BA)
Posted: 05 Sep 2009, 03:13
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.
Re: One for all and... One for all again (BA)
Posted: 05 Sep 2009, 03:39
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.
Re: One for all and... One for all again (BA)
Posted: 05 Sep 2009, 03:49
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.
Re: One for all and... One for all again (BA)
Posted: 05 Sep 2009, 03:50
by Super Mario
Just make the anti-air tower and radar cheaper to build.
Re: One for all and... One for all again (BA)
Posted: 05 Sep 2009, 04:01
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
Re: One for all and... One for all again (BA)
Posted: 05 Sep 2009, 04:03
by Super Mario
Well by the looks of this poll the "no" category is way ahead.
Re: One for all and... One for all again (BA)
Posted: 05 Sep 2009, 04:04
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.
Re: One for all and... One for all again (BA)
Posted: 05 Sep 2009, 04:06
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
Re: One for all and... One for all again (BA)
Posted: 05 Sep 2009, 04:44
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..
Re: One for all and... One for all again (BA)
Posted: 05 Sep 2009, 04:53
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.
Re: One for all and... One for all again (BA)
Posted: 05 Sep 2009, 04:54
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.
Re: One for all and... One for all again (BA)
Posted: 05 Sep 2009, 04:58
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.
Re: One for all and... One for all again (BA)
Posted: 05 Sep 2009, 05:16
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.
Re: One for all and... One for all again (BA)
Posted: 05 Sep 2009, 05:20
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