DGun limit suggestion

DGun limit suggestion

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KaiserJ
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Joined: 08 Sep 2008, 22:59

DGun limit suggestion

Post by KaiserJ »

im not a fan of getting comdropped in the first few minutes of the game. lets get that out of the way first.

it seems though like dgun limit hinders other elements of gameplay in its present state... doing things like pushing forward with your com to defend and repair your force; airdropping to the frontline early in the game, these things are a lot more difficult to do without your dgun and i find myself unable to do some of the strategies i like.

my proposal... make the dgun limit radius start at 0, and expand outwards as the game progresses, at the walking speed of the commander. that way, you can still perform most of the strategies properly that i feel the current dgun limit diminishes or dismisses entirely, while retaining that safety zone of no comdrop/dgun early in the game that people enjoy.
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SirArtturi
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Joined: 23 Jan 2008, 18:29

Re: DGun limit suggestion

Post by SirArtturi »

I wouldnt be concerned about dgunning. The biggest flaw in BA is the deal with com explosions and wrecks. Atm com dgunner gets his comwreck flied towards himself and leaves halved wreck for the dgunned. As much as that is for realism, it instigates dgunning and combombing the enemy com, which I find very bad feature of the mod. This so called realistic feature is just way too exploitable thus making games really idiotic combombing.

If BA is not going to make anything about the combomb/dgun issue, but making it even worse, I will be leaving the mod soon...
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Sucky_Lord
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Joined: 22 Aug 2008, 16:29

Re: DGun limit suggestion

Post by Sucky_Lord »

I'd say half the walking speed of the com, that wud be best
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JohannesH
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Re: DGun limit suggestion

Post by JohannesH »

I was actually thinking of something similar, so that there wouldnt be need to have the written rule of not comdropping to enemy starting base near game start. I was thinking of just the normal dgun llimit but whichd go away after 2-3 mins or so, but didnt really find that so good on alot of respects...

But this would be a nice implementation. It should reach enemy a bit slower than direct comwalk though, since on small maps thats fast enough timing for comdrops still. Maybe start above 0, around what the limit radius is now, but then expand it slower than comwalk speed from there.
TFC, if youre interested in implementing this & want to discuss the timings or something else, you can talk to me in lobby of it



And whether people use it or like it in teamgames, doesnt matter to me at all really.
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Tribulex
A.N.T.S. Developer
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Joined: 26 Sep 2009, 21:26

Re: DGun limit suggestion

Post by Tribulex »

make aa noob srsly.
Llamadeus
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Re: DGun limit suggestion

Post by Llamadeus »

JohannesH wrote:But this would be a nice implementation. It should reach enemy a bit slower than direct comwalk though, since on small maps thats fast enough timing for comdrops still. Maybe start above 0, around what the limit radius is now, but then expand it slower than comwalk speed from there.
I approve of this. You've got my vote !!
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Tribulex
A.N.T.S. Developer
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Re: DGun limit suggestion

Post by Tribulex »

Why are all the recent changes in BA designed to ruin my playstyle? I feel abused.
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Jazcash
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Re: DGun limit suggestion

Post by Jazcash »

Llamadeus wrote:
JohannesH wrote:But this would be a nice implementation. It should reach enemy a bit slower than direct comwalk though, since on small maps thats fast enough timing for comdrops still. Maybe start above 0, around what the limit radius is now, but then expand it slower than comwalk speed from there.
I approve of this. You've got my vote !!
Mine too, I like this idea.
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KaiserJ
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Re: DGun limit suggestion

Post by KaiserJ »

Tribulex wrote:make aa noob srsly.
8) much easier to post, costs less M
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TheFatController
Balanced Annihilation Developer
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Joined: 10 Dec 2006, 18:46

Re: DGun limit suggestion

Post by TheFatController »

The expanding limit sounds like a good replacement for existing behaviour yeah.

As for flying comwrecks this was imposed upon us with an engine change - if people agree can't see a problem with turning it off.
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Wombat
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Joined: 15 Dec 2008, 15:53

Re: DGun limit suggestion

Post by Wombat »

or just reverse dgun limit - i mean, enemy dgun wont work inside area around ur start pos (lets say radar range).

its different than kaiser suggested but less complicated
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Tribulex
A.N.T.S. Developer
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Re: DGun limit suggestion

Post by Tribulex »

KaiserJ wrote:
Tribulex wrote:make aa noob srsly.
8) much easier to post, costs less M
honest a comdrop means more metal for you. enjoy your krogoth.
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Pxtl
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Joined: 23 Oct 2004, 01:43

Re: DGun limit suggestion

Post by Pxtl »

Just fix the "wreck flinging" bug (if it hasn't been fixed already) and everything will be good again. Personally, though, I'd make L1 air trans unable to move a comm.
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Jazcash
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Joined: 08 Dec 2007, 17:39

Re: DGun limit suggestion

Post by Jazcash »

Or make it use a lot of E and it goes slower or faster depending on how much E you have.
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Mav
Posts: 258
Joined: 12 Nov 2009, 20:06

Re: DGun limit suggestion

Post by Mav »

I think radius is a terrible way to do it. Do it via bounding boxes (like start boxes, but can be a different size). Make the Dgun limit slightly larger than the start boxes, so basically, you can't fly into a base and Dgun. Everywhere else, it is fine.

/or just build some fucking AA
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Niobium
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Re: DGun limit suggestion

Post by Niobium »

I think no-dgun-in-an-enemy-startbox is the best, simple and predictable, and gets straight to the source of the problem while keeping everything else the same.

It would be very hard to make judgments with a moving radius, especially due to the very slow speed it would be expanding at.
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JohannesH
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Re: DGun limit suggestion

Post by JohannesH »

And when theres no startbox?

Also itd prevent commpushing/dropping later on, which is really gay, unless it goes away at some point
Llamadeus
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Joined: 18 Aug 2008, 09:06

Re: DGun limit suggestion

Post by Llamadeus »

TheFatController wrote:The expanding limit sounds like a good replacement for existing behaviour yeah.

As for flying comwrecks this was imposed upon us with an engine change - if people agree can't see a problem with turning it off.
Hey could we also get the non-sliding wrecks back since that was an engine change too iirc. Dunno how other people feel about that one though.
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1v0ry_k1ng
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Re: DGun limit suggestion

Post by 1v0ry_k1ng »

what is wrong with a timer rather than an obscure radius you wont be able to see ingame?
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KaiserJ
Community Representative
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Re: DGun limit suggestion

Post by KaiserJ »

the startbox way seems easier to implement and less confusing +1 or a timer. +1 or both of them together.

but good point johannes, didn't even think of that about using pre-defined starts :/

also +1 to returning to the old com-splosion behavior; i've tried to learn to love the new way but i think after quite a few games of trying the new, i liked the old one better.

i just kind of figured that dgun limit was sort of a magical wall to prevent noobs from being killed early in the game; that was the point of it in the first place, right?
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