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Expanding dgun range

Posted: 21 Apr 2010, 16:59
by Sucky_Lord
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?

Re: Expanding dgun range

Posted: 21 Apr 2010, 17:53
by AF
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

Posted: 21 Apr 2010, 18:06
by JohannesH
AF wrote:Making dguns have zero damage to allied commanders might be a better way of doing it.
Did you read his post?

But I want to know too what game youre talking of.

Re: Expanding dgun range

Posted: 21 Apr 2010, 18:23
by Sucky_Lord
Yeah im talking about BA (any mods feel free to move this thread appropriately)

Re: Expanding dgun range

Posted: 21 Apr 2010, 19:35
by Tobi
moved

Re: Expanding dgun range

Posted: 21 Apr 2010, 19:59
by Pxtl
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.

Re: Expanding dgun range

Posted: 21 Apr 2010, 20:56
by Sucky_Lord
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

Posted: 22 Apr 2010, 14:47
by Sausage
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

Re: Expanding dgun range

Posted: 22 Apr 2010, 14:54
by Sucky_Lord
So you enjoy playing a totally ruined game?

Re: Expanding dgun range

Posted: 22 Apr 2010, 15:05
by JohannesH
Sucky_Lord wrote:So you enjoy playing a totally ruined game?
Define ruined

Re: Expanding dgun range

Posted: 22 Apr 2010, 18:09
by Sucky_Lord
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

Posted: 23 Apr 2010, 08:36
by Mav
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
Learn to play.

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

Posted: 23 Apr 2010, 11:39
by Sucky_Lord
Mav wrote:If you're getting comdropped, you're doing it wrong, and thereby you're the one ruining the game, not the dropper.
Sucky_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
Erm yeah, try reading the thread before bitching on it

Re: Expanding dgun range

Posted: 23 Apr 2010, 11:44
by Sucky_Lord
Mav wrote:If you're getting comdropped, you're doing it wrong, and thereby you're the one ruining the game, not the dropper.
Furthermore, poland were invaded during WW2 by the nazis, but we didnt blame the war on poland

Re: Expanding dgun range

Posted: 23 Apr 2010, 14:34
by Gota
One might say L2P

Re: Expanding dgun range

Posted: 23 Apr 2010, 14:55
by luckywaldo7
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

Posted: 23 Apr 2010, 15:49
by JohannesH

Re: Expanding dgun range

Posted: 23 Apr 2010, 16:34
by Mav
Sucky_Lord wrote:
Mav wrote:If you're getting comdropped, you're doing it wrong, and thereby you're the one ruining the game, not the dropper.
Furthermore, poland were invaded during WW2 by the nazis, but we didnt blame the war on poland
Furthermore, Poland and Germany did not start WW2 with exactly the same resources.

Re: Expanding dgun range

Posted: 23 Apr 2010, 17:31
by Pxtl
luckywaldo7 wrote:You could try leaving your com in your base. Worst case, both coms die and your team gets all the metal.
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.

Either way, though, I still don't think comms should be movable by T1 air transports. Leave that for T2.

Re: Expanding dgun range

Posted: 23 Apr 2010, 18:02
by Sucky_Lord
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.