Expanding dgun range
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- Sucky_Lord
- Posts: 531
- Joined: 22 Aug 2008, 16:29
Expanding dgun range
A problem with spring is that games are too easily ruined by one smartass who decides to drop his come into an enemy's base and dgun it at the start of a game. (not even directly into the base, ive had people drop nearby and walk in)
We've discussed this before, about how to stop this from happening, but never really came to a conclusion.
Probably the best idea i've heard so far is to have an expanding dgun range. The dgun range slowly expands outwards at, lets say, 1/3 the walking speed of a com.
I think this could work well, anyone else have any ideas or input?
We've discussed this before, about how to stop this from happening, but never really came to a conclusion.
Probably the best idea i've heard so far is to have an expanding dgun range. The dgun range slowly expands outwards at, lets say, 1/3 the walking speed of a com.
I think this could work well, anyone else have any ideas or input?
Re: Expanding dgun range
Making dguns have zero damage to allied commanders might be a better way of doing it. But you may want to put your BA thread, in the BA forum.
Re: Expanding dgun range
Did you read his post?AF wrote:Making dguns have zero damage to allied commanders might be a better way of doing it.
But I want to know too what game youre talking of.
- Sucky_Lord
- Posts: 531
- Joined: 22 Aug 2008, 16:29
Re: Expanding dgun range
Yeah im talking about BA (any mods feel free to move this thread appropriately)
Re: Expanding dgun range
Not gonna change. You should have good enough radar and recon coverage (1 radar, 1 scout to get visual contact, and 1 MT to shoot down the transport if it gets too close and force him to set down at a safe distance) that you can react to an offensive comm with your own comm. A mutual-destruction of comms means you get a tonne of metal. The only problem is the damned corpse-flinging bug - is that still there?
That said, I'd rather see the kill-range for mutual-destruction of comms increased, and an enemy-visible self-D countdown on the comm.
That said, I'd rather see the kill-range for mutual-destruction of comms increased, and an enemy-visible self-D countdown on the comm.
- Sucky_Lord
- Posts: 531
- Joined: 22 Aug 2008, 16:29
Re: Expanding dgun range
Pxtl that doesnt work always. I built a defender in my base, and radar so i could see the com drop, but my commander was walking forward to the front line, and he dgunned my base when there was nothing i could do. Its easy to say that building a defender and radar will suffice, but it doesnt
Re: Expanding dgun range
This thread is probably just a rage-thread after getting his base dgunned.
Dropping in peoples bases is risky and very often fails (except wen i do it), so I disagree with this thread and your face
HAIL TO THE SAUSSAGE
Dropping in peoples bases is risky and very often fails (except wen i do it), so I disagree with this thread and your face
HAIL TO THE SAUSSAGE
- Sucky_Lord
- Posts: 531
- Joined: 22 Aug 2008, 16:29
Re: Expanding dgun range
So you enjoy playing a totally ruined game?
Re: Expanding dgun range
Define ruinedSucky_Lord wrote:So you enjoy playing a totally ruined game?
- Sucky_Lord
- Posts: 531
- Joined: 22 Aug 2008, 16:29
Re: Expanding dgun range
Losing one player right at the start of the game and therefore having no defences whilst the enemy pours units into your team
Re: Expanding dgun range
Learn to play.Sucky_Lord wrote:Losing one player right at the start of the game and therefore having no defences whilst the enemy pours units into your team
If you're getting comdropped, you're doing it wrong, and thereby you're the one ruining the game, not the dropper.
- Sucky_Lord
- Posts: 531
- Joined: 22 Aug 2008, 16:29
Re: Expanding dgun range
Mav wrote:If you're getting comdropped, you're doing it wrong, and thereby you're the one ruining the game, not the dropper.
Erm yeah, try reading the thread before bitching on itSucky_Lord wrote:Pxtl that doesnt work always. I built a defender in my base, and radar so i could see the com drop, but my commander was walking forward to the front line, and he dgunned my base when there was nothing i could do. Its easy to say that building a defender and radar will suffice, but it doesnt
- Sucky_Lord
- Posts: 531
- Joined: 22 Aug 2008, 16:29
Re: Expanding dgun range
Furthermore, poland were invaded during WW2 by the nazis, but we didnt blame the war on polandMav wrote:If you're getting comdropped, you're doing it wrong, and thereby you're the one ruining the game, not the dropper.
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- Posts: 1398
- Joined: 17 Sep 2008, 04:36
Re: Expanding dgun range
You could try leaving your com in your base. Worst case, both coms die and your team gets all the metal.
Re: Expanding dgun range
Furthermore, Poland and Germany did not start WW2 with exactly the same resources.Sucky_Lord wrote:Furthermore, poland were invaded during WW2 by the nazis, but we didnt blame the war on polandMav wrote:If you're getting comdropped, you're doing it wrong, and thereby you're the one ruining the game, not the dropper.
Re: Expanding dgun range
Comm pushing is a risky strategy. You might say it's a necessary risk... but either way, if you want to play it safe, you keep him at home.luckywaldo7 wrote:You could try leaving your com in your base. Worst case, both coms die and your team gets all the metal.
Either way, though, I still don't think comms should be movable by T1 air transports. Leave that for T2.
- Sucky_Lord
- Posts: 531
- Joined: 22 Aug 2008, 16:29
Re: Expanding dgun range
Tbh im not willing to spend the first 10minutes with my com hiding in my base, unknowing whether they will comdrop.
Its a case of chance, where the comdropper wins most of the time
Therefore its best to comdrop
And having every player in the game do this might... ruin the game.
Its a case of chance, where the comdropper wins most of the time
Therefore its best to comdrop
And having every player in the game do this might... ruin the game.