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DGun limit suggestion
Posted: 27 Feb 2010, 22:45
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.
Re: DGun limit suggestion
Posted: 27 Feb 2010, 23:05
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...
Re: DGun limit suggestion
Posted: 27 Feb 2010, 23:30
by Sucky_Lord
I'd say half the walking speed of the com, that wud be best
Re: DGun limit suggestion
Posted: 27 Feb 2010, 23:59
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.
Re: DGun limit suggestion
Posted: 28 Feb 2010, 07:26
by Tribulex
make aa noob srsly.
Re: DGun limit suggestion
Posted: 28 Feb 2010, 07:45
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 !!
Re: DGun limit suggestion
Posted: 28 Feb 2010, 07:55
by Tribulex
Why are all the recent changes in BA designed to ruin my playstyle? I feel abused.
Re: DGun limit suggestion
Posted: 28 Feb 2010, 10:40
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.
Re: DGun limit suggestion
Posted: 28 Feb 2010, 11:45
by KaiserJ
Tribulex wrote:make aa noob srsly.

much easier to post, costs less M
Re: DGun limit suggestion
Posted: 28 Feb 2010, 13:04
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.
Re: DGun limit suggestion
Posted: 28 Feb 2010, 13:31
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
Re: DGun limit suggestion
Posted: 28 Feb 2010, 14:32
by Tribulex
KaiserJ wrote:Tribulex wrote:make aa noob srsly.

much easier to post, costs less M
honest a comdrop means more metal for you. enjoy your krogoth.
Re: DGun limit suggestion
Posted: 28 Feb 2010, 17:05
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.
Re: DGun limit suggestion
Posted: 28 Feb 2010, 17:11
by Jazcash
Or make it use a lot of E and it goes slower or faster depending on how much E you have.
Re: DGun limit suggestion
Posted: 28 Feb 2010, 23:14
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
Re: DGun limit suggestion
Posted: 01 Mar 2010, 00:11
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.
Re: DGun limit suggestion
Posted: 01 Mar 2010, 00:24
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
Re: DGun limit suggestion
Posted: 01 Mar 2010, 00:32
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.
Re: DGun limit suggestion
Posted: 01 Mar 2010, 00:34
by 1v0ry_k1ng
what is wrong with a timer rather than an obscure radius you wont be able to see ingame?
Re: DGun limit suggestion
Posted: 01 Mar 2010, 00:37
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?