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Ethical Commander bombing?

Posted: 04 Dec 2005, 21:18
by jellyman
I have played two games recently were the opponent has gained a significant advantage by com rushing to a central position, and digging in. The first time the opponents gained control of a very metal rich area in the center. In the second the opponents set up a medium range plasma cannon on a hill and started shelling the edge of our base.

In both cases we tried hard to counter attack, but squads of level 1 units were being anhilated by a blaze of laser tower and d-gun fire.

I've concluded that a logical solution is to send the commander in to blow the whole lot sky high. After all if the opponent gains such an advantage in my half of the map, then I think its fair that I nullify that (if I can) using my commander.

Posted: 04 Dec 2005, 22:04
by Aun
I've done this to Folke on cometcatcher (I mean comm bombing him after he offensively used his) and actually beath him :-) Of course this was in a team battle, so it didn't matter a lot.

Just ask the host to disable the d-gun or do it yourself.

Posted: 04 Dec 2005, 22:09
by Das Bruce
How does the limit dgun option actually work?

Posted: 04 Dec 2005, 22:10
by Dwarden
or kill the comm different way :) that will solve that player for rest of game :)

Posted: 04 Dec 2005, 22:34
by Kixxe
Or play with "com death = end"...

Posted: 04 Dec 2005, 23:59
by SwiftSpear
Comms = killed by gunships.

It's very hard to take out a comm that has dug in somewhere, really your only two cost effective options are brawlie swarm or counter comm bomb. Take advantage of the fact that if your comm blows up within range of your enemies comm then you can take his base and comm out with you.

bastard comm bombers

Posted: 05 Dec 2005, 00:57
by BigSteve
Firstly I would say digging your comm in isn't really a comm rush.
If someone digs their comm in in advanced position you can always go round him and kill the mexes etc hes left behind.
Or use your own comm to assist in building Hlt's or pop-ups/gaurdians to bombard your enemy's forward position
The middle on painted desert is a good example of this. Its so easy to go round or bombard anyone trying to take it.

Anyway, this has probably all been discussed before so im not gonna blabber on, but, personally i think comm rushing (attacking forward lines/factories with the dgun) is F*&%% lame and the players who usually do it are at a slight disadvantage in terms of the amount of the map they control in the early stages of a game, instead of trying to outwit their attacker/opponent they just march the comm in their and take out allsorts of expensive stuff :)
If the dgun doesn't do the job, the comm explosion does.
Anyone can do it and its guarunteed to give you a serious advantage especially if you prepare for the loss of your comm by having plenty of con bots ready.

My level 2 kbot lab.. a good distance from my front line recently fell victim to a comm rusher... no wreckage from a dgun... Ive just lost 3000 metal. you cant lose 3000 metal against a good player and stand a chance of winning the game.

If other people are fine with this then fair enough... but i'll kick if it happens in any game im hosting... hopefully i'll remember to use the limit dgun function and game ends if comm dies option so i dont have to.
:)

Sorry for whining... but i cant help it :) I'm British, its what we're good at :)

Posted: 05 Dec 2005, 01:38
by Decimator
I rather like the AA method where a comm death leaves a corpse worth 20k metal.

Posted: 05 Dec 2005, 02:37
by SwiftSpear
I prefer playing with Combomb = lose or limit dgun. Constantly trying to hold enough D up to protect from a comm bomb or trying to keep your comm in positions where he can counter an opposing comm is practically impossible. Players should be protecting thier comms, not gambling on them.

Posted: 05 Dec 2005, 20:51
by chrono
I dont see how kicking a player justifies for your poor tactical dicision big steve. Com rushes tend to be easy to defend against unless you are spread out from also comrsuhing, ex. stealing the center often leaves that person slightly drained troop wise. I fail to see how it isnt a legitimate tactic, If your enemy has a positionin which they will win from, ex. the hill on small divide, it is perfectly resonable to take it out, if you didnt u would die, you arent going to beable to take out a fortified position thats destroying your base with porcing tactics.

This could go on for ever....

Posted: 05 Dec 2005, 23:41
by BigSteve
you obviously didnt read what I said chrono...

1) I didnt say porc, I said build some artillery and move round the strong postion. Or just move round it full stop.
Its not a strong position if you get around his flanks while hes pouring resources into holding his front line.

2) You cant really protect aganst a comm rush and not porc - you have to cover your flanks y'know not just the front line.

3) I mentioned that it always happens early in game... you cant get enough defences up that early... also if the comm bomb never comes the your stuck with defences you dont need and you get flanked.

To be honest I dont really care what you think or not anyway:)
I'll do what i want when i'm hosting my games, I wanna have fun, getting comm bombed 5 minutes in is not fun for me... but if your fine with comm rushing etc then thats cool... just dont do it to me... because i'll kick ya :)

Posted: 06 Dec 2005, 05:56
by PauloMorfeo
Is it true that in many maps there are places where the comm is too valuable. The greatest example, Lava Highground. If the oponent has his comm in the middle, it is extremely hard to get him out of there. So, if he has his comm in there, i guess i have the right of having my comm in there too!? But if i go there with the commander, it qualifies as a comm bombing, for sure. So!? It becomes a race of, the first one to get his comm in the middle wins a great advantage?

I really don't like this combination:
- Maps that have too valuable positions for the commander (usually small maps like LH).
- The standard, in the lobby, of having "dead comm, game continues".
Das Bruce wrote:How does the limit dgun option actually work?
If that is selected, your commander will only be able to use D-Gun in a range around the starting position.
Select your comm and press shift. You will see a white circle with the range.

Posted: 06 Dec 2005, 08:31
by jellyman
I watched the replay, and his advanced position wasn't as advantageous as I thought. During the game I thought our first few attacks didn't do any damage, but they actually wiped out most of his position. He poured far too much resource into rebuilding and defending the position and its probably why after we overran the position totally it was easy for my partner to pretty much wipe the rest of his base out.

I'm gradually learning to think more about going around toughly defended positions instead of stubbornly charging straight into them all the time.

Posted: 06 Dec 2005, 09:31
by Caydr
Now if only everyone else will begin to think as you do, Jellyman, we will certainly have some good quality games going. Your opponent can't be everywhere and prepared for everything (unless he's playing XTA where brawlers>all).

Posted: 06 Dec 2005, 16:18
by Kixxe
Caydr wrote:Now if only everyone else will begin to think as you do, Jellyman, we will certainly have some good quality games going. Your opponent can't be everywhere and prepared for everything (unless he's playing XTA where brawlers>all).
Yea, except like Figthers, flakkers and lotsa mobile flakkers.

Srsly, i got 7 MT to kill 3 brawlers once. Offcourse big fucking swarms of brawlers are dangerus, but that so in ANY mod. Your overegrating. XTA did'nt shoot kenedy, give up.



Oh, and commander rushing is a gamble in most mods, but can be efftive and tatical. When positions clash, and there are 2 strong armourd nukes with the strongest wepon in the game close to them, things happen.

Posted: 06 Dec 2005, 16:59
by FizWizz
Kixxe wrote:Srsly, i got 7 MT to kill 3 brawlers once. Offcourse big fucking swarms of brawlers are dangerus, but that so in ANY mod. Your overegrating. XTA did'nt shoot kenedy, give up.
what the hell? your rabid retaliations against any dissent to XTA aren't making a shred of sense anymore. Give up yourself, as crazy as it might sound, XTA may not be the infallible balance mod you think it is.

Posted: 06 Dec 2005, 17:13
by NOiZE
Kixxe wrote:Or play with "com death = end"...
can't agree more

Posted: 06 Dec 2005, 17:15
by Torrasque
FizWizz wrote:
Kixxe wrote:Srsly, i got 7 MT to kill 3 brawlers once. Offcourse big fucking swarms of brawlers are dangerus, but that so in ANY mod. Your overegrating. XTA did'nt shoot kenedy, give up.
what the hell? your rabid retaliations against any dissent to XTA aren't making a shred of sense anymore. Give up yourself, as crazy as it might sound, XTA may not be the infallible balance mod you think it is.
Brawler in XTA are not more that powerfull that in the beginning.
I've been a lot of time suprised to loose 10-15 brawler very quickly against a not so well defended base.

Posted: 06 Dec 2005, 17:18
by Kixxe
FizWizz wrote:
Kixxe wrote:Srsly, i got 7 MT to kill 3 brawlers once. Offcourse big fucking swarms of brawlers are dangerus, but that so in ANY mod. Your overegrating. XTA did'nt shoot kenedy, give up.
what the hell? your rabid retaliations against any dissent to XTA aren't making a shred of sense anymore. Give up yourself, as crazy as it might sound, XTA may not be the infallible balance mod you think it is.
I'm not saying that it's perfect, i'm just saying that there have been NO posts about how brawlers are soo fucking overpowerd for 3-4 months now. Nothing about goliaths either. I think there was something about Krogoths being to strong to.

Most posts are just "XTA sucks cuz *blablabla*" and it's not true. We don't have anyone complaning, with the many players that play XTA, someone would notice a blantly large balance flaw, would't you think?

Oh, and my words of "wisdom" never made any sense. Don't think i'm starting on a new path here >.>

Posted: 06 Dec 2005, 17:18
by Maelstrom
And slashers/storms absolutley own brawlers. I usually build about 20 to hang round my base, and they will very easily fight off small brawler swarms. Plus they are mobile, and can attack. If you are worried about brawlers, pump the sampons/slashers/storms.