limit comm movement like dgun ?

limit comm movement like dgun ?

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altaric
Posts: 185
Joined: 28 Oct 2005, 10:07

limit comm movement like dgun ?

Post by altaric »

it's so anoying to see noobs rushing/bombing/airlifting theyr comm just to ruin the game (points diggz2K, the last one who did it)

i suggest something to make the comm stick to the base just like it can't dgun too far
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Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Post by Argh »

I'm all for options, but this is kind've just going to start flame-war again... we've already had this conversation, and Caydr modified AA into several gameplay varients to address your dislike of "nooblike" play.

Personally... no offense, but if you're game is "ruined" by players doing something innovative, like putting their com into your base and destroying you thereby... you just need to get better at playing, or play a mod where it's not possible to com-rush. Really.
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clericvash
Posts: 1394
Joined: 05 Oct 2004, 01:05

Post by clericvash »

I think it is funny when players do that, shows they are fast and hard.

Get a grip altaric!
hawkki
Posts: 222
Joined: 01 Jan 2006, 19:47

Post by hawkki »

Argh wrote:I'm all for options, but this is kind've just going to start flame-war again... we've already had this conversation, and Caydr modified AA into several gameplay varients to address your dislike of "nooblike" play.

Personally... no offense, but if you're game is "ruined" by players doing something innovative, like putting their com into your base and destroying you thereby... you just need to get better at playing, or play a mod where it's not possible to com-rush. Really.
must say Argh has a point here, and basically in everything he says. It is a pleasure to read your texts, you put thought in them everytime.
Hellspawn
Posts: 392
Joined: 24 Feb 2006, 11:54

Post by Hellspawn »

Play comm ends.
Egarwaen
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Joined: 27 Feb 2006, 21:19

Post by Egarwaen »

Argh wrote:I'm all for options, but this is kind've just going to start flame-war again... we've already had this conversation, and Caydr modified AA into several gameplay varients to address your dislike of "nooblike" play.

Personally... no offense, but if you're game is "ruined" by players doing something innovative, like putting their com into your base and destroying you thereby... you just need to get better at playing, or play a mod where it's not possible to com-rush. Really.
Argh wins. Fatality.
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NOiZE
Balanced Annihilation Developer
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Joined: 28 Apr 2005, 19:29

Post by NOiZE »

Hellspawn wrote:Play comm ends.
QFT
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Dragon45
Posts: 2883
Joined: 16 Aug 2004, 04:36

Post by Dragon45 »

Limit Dgun was a bad idea in the first place. this would just be worse...

Look, there's a multitude of ways to defend against commbombing, as well as use it effectively.

and Digzz is far from a noob, mate ...
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Das Bruce
Posts: 3544
Joined: 23 Nov 2005, 06:16

Post by Das Bruce »

Argh wrote:play a mod where it's not possible to com-rush. Really.
EE. :-)
Hunter0000
Posts: 197
Joined: 04 Nov 2004, 00:33

Post by Hunter0000 »

Das Bruce wrote:
Argh wrote:play a mod where it's not possible to com-rush. Really.
EE. :-)

*comrushes in EE and reclaims Bruce's base with his pwn nanolathe*

huh what?

<.<
>.>
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Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Post by Forboding Angel »

sorry to burst your bubble but that is simply not possible
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altaric
Posts: 185
Joined: 28 Oct 2005, 10:07

Post by altaric »

in a game like green fields, you can't afford to have 4 llts to pwn a comm, so theres nothing you can do against comm rush
well only 1 thing work, blow your comm into it
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Maelstrom
Posts: 1950
Joined: 23 Jul 2005, 14:52

Post by Maelstrom »

Green feilds has no metal. If you play a map with 'normal' metal you can get said 4 LLT's. Dont base a mod around green fields, please.
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Min3mat
Posts: 3455
Joined: 17 Nov 2004, 20:19

Post by Min3mat »

4 LLTs? the com is _very_ weak in AA
2 LLTs and a handfull of distraction units (PW/Rockos) can kill a com
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Molloy
Posts: 225
Joined: 05 Jan 2005, 22:05

Post by Molloy »

I already hate the d-gun limit. This would be even worse.

Comm ends is just the best way to go. You get all kinds of interesting risks and rewards. More interesting gameplay.
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Neddie
Community Lead
Posts: 9406
Joined: 10 Apr 2006, 05:05

Post by Neddie »

Min3mat wrote:4 LLTs? the com is _very_ weak in AA
2 LLTs and a handfull of distraction units (PW/Rockos) can kill a com
Hell, I remember killing a new comm with a single well-placed LLT on a hill.
ZellSF
Posts: 1187
Joined: 08 Jul 2006, 19:07

Post by ZellSF »

Argh wrote:I'm all for options, but this is kind've just going to start flame-war again... we've already had this conversation, and Caydr modified AA into several gameplay varients to address your dislike of "nooblike" play.
Like the (H) variant that didn't work in 2.1 and isn't working in 2.11 either?
Torrasque
Posts: 1022
Joined: 05 Oct 2004, 23:55

Post by Torrasque »

You could add an option that your unit cannot be dammaged when you're in your start rectangle until x minutes.
It's the best compromise between player who want "no attack 10" and good player ;)
Cause good player can expand and they can even go in the ennemy territory if the other player like to porc like hell.

Even if I don't like the idea of restricting attaque, I know a lot of player who would like an option like that.
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Min3mat
Posts: 3455
Joined: 17 Nov 2004, 20:19

Post by Min3mat »

yes and those noobs can host games called 'n0 AtaK 10!!!' and sit there on their own, nothing stopping them.
Egarwaen
Posts: 1207
Joined: 27 Feb 2006, 21:19

Post by Egarwaen »

altaric wrote:in a game like green fields, you can't afford to have 4 llts to pwn a comm, so theres nothing you can do against comm rush
Yes, there is.

Don't play Green Fields. It's just as lame as SpeedMetal, but in the other direction.
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