Forged Alliance Forever Forged Alliance Forever Forums 2014-10-27T06:35:22+02:00 /feed.php?f=2&t=8751 2014-10-27T06:35:22+02:00 2014-10-27T06:35:22+02:00 /viewtopic.php?t=8751&p=84387#p84387 <![CDATA[Re: Anti Teleport]]>
But yeah, the few teamgames I HAVE been in still didnt get as far as massive SCU tele snipes becoming viable... Even the 6v6 games I play in end before that.... I guess i need to play bigger maps xD As long as its not phantom.... Though i never see pro-level games get to that stage... usually lack of aggression leads to this stage, and pro level games dont lack aggression usually... Either that ot i just didnt see the right replays yet :)

As for them not knowing what it does.... pretty sure a name "Anti teleport defense mod" is obvious to literate people. :D

Statistics: Posted by RK4000 — 27 Oct 2014, 06:35


]]>
2014-10-27T06:14:37+02:00 2014-10-27T06:14:37+02:00 /viewtopic.php?t=8751&p=84384#p84384 <![CDATA[Re: Anti Teleport]]>
RK4000 wrote:
Wasn't me that mentioned it either. I'm talking about mods in general, hence why i said "doubt it's hard to spot that you have a mod on"... notice how I'm not being specific?


I noticed.

RK4000 wrote:
If people like a mod they will use it and it's most likely not unintentional otherwise it would happen with all mods, not just a few popular ones. Modders could be offended if you say people are most likely only using their mods (one of which is mine) by mistake because they are kept on when you host.


So you support changing the current behavior of enabling mods of 'last played game' to 'last hosted game'? Then it's less likely anyone would even make a comment that could offend modders.

RK4000 wrote:
You're the one implying i'm only posting because i'm defending my mod because someone says something negative about it, yet you say you didn't even mention it...


You did some thorough reading, but not good enough. Read again, I implied that you respond offensively and off-topic whenever you think someone says something negative about your mod. I indeed didn't mention your mod.

RK4000 wrote:
What are you referring to with "most likely people use IT because..." then? You instantly assumed I'm replying because you said something negative about it, when I was talking about mods in general... Your last post clearly shows that you were in fact talking about the explosions mod, because you thought that's why I replied in the first place... Wonder who's going off topic here. ;)


"It" refers to mods in general, a subset of which (including your mod) were mentioned by Dragonfire.

RK4000 wrote:
No, the reason why I'm posting because it's somewhat arrogant to think that people "most likely" use someone's work because mods stay enabled. I doubt most of the modders like people suggesting that's the case. ;)


You might be for some thought police, but the only thing that is clearly arrogant is FAF software deciding for you what mods you should use in the games you host. Oh, and you posting here off-topic.
But like I said before: so I assume you support changing the current behaviour?

RK4000 wrote:
As for anti-teleport, I also support the idea of just making a mod for it, playing a few games with it, and see how it affects things... Wouldn't be that hard to do, just take some of the code from BlackOps as a guideline, since IIRC they have anti-teleport towers.


Probably only a tiny minority that downloads such a mod before playing actually knows what it does. So it probably just increases the amount of rage-quits.

RK4000 wrote:
Personally I don't care about this as I haven't seen a single serious game where teleports are used like this. Maybe I don't play big enough teamgames, but the ones I do play never get to game-ender stage anyway, so I dubt I have much say in this. :)


Then you're really missing out. The long teamgames are awesome :D

Statistics: Posted by E8400-CV — 27 Oct 2014, 06:14


]]>
2014-10-27T05:06:57+02:00 2014-10-27T05:06:57+02:00 /viewtopic.php?t=8751&p=84380#p84380 <![CDATA[Re: Anti Teleport]]> a mod on"... notice how I'm not being specific? If people like a mod they will use it and it's most likely not unintentional otherwise it would happen with all mods, not just a few popular ones. Modders could be offended if you say people are most likely only using their mods (one of which is mine) by mistake because they are kept on when you host.

You're the one implying i'm only posting because i'm defending my mod because someone says something negative about it, yet you say you didn't even mention it... What are you referring to with "most likely people use IT because..." then? You instantly assumed I'm replying because you said something negative about it, when I was talking about mods in general... Your last post clearly shows that you were in fact talking about the explosions mod, because you thought that's why I replied in the first place... Wonder who's going off topic here. ;)

No, the reason why I'm posting because it's somewhat arrogant to think that people "most likely" use someone's work because mods stay enabled. I doubt most of the modders like people suggesting that's the case. ;)


As for anti-teleport, I also support the idea of just making a mod for it, playing a few games with it, and see how it affects things... Wouldn't be that hard to do, just take some of the code from BlackOps as a guideline, since IIRC they have anti-teleport towers.

Personally I don't care about this as I haven't seen a single serious game where teleports are used like this. Maybe I don't play big enough teamgames, but the ones I do play never get to game-ender stage anyway, so I dubt I have much say in this. :)

However, as for upping the HP on T3/T4 structures I would agree. Buildings in general get a bit weak compared to units in T3 and T4 stages... A T1 landfactory has WAY more Hp than any T1 land unit, but that ratio is lowered with T3/T4 buildings compared to T3/T4 land units.

Statistics: Posted by RK4000 — 27 Oct 2014, 05:06


]]>
2014-10-27T04:06:51+02:00 2014-10-27T04:06:51+02:00 /viewtopic.php?t=8751&p=84376#p84376 <![CDATA[Re: Anti Teleport]]>
RK4000 wrote:
E8400-CV wrote:More likely people use it because once you join a game with it, it enables it also when hosting on your own. Which is totally stupid, since it doesn't change map, title and other game settings to match last played game.


Lulz, such hate... dubt its hard to spot that you have a mod on.... maybe they just like it and you cant accept the fact they do? Seriously, you always say they have it on unintentionally... strange it doesnt happen with other mods eh? :D

If you have a problem with it at least dont try to force your opinion on others too by telling everyone that people use it accidentally, which is painfully obviously not the case. ;)


No, it's not hard to spot, but some people don't look at any setting. Whenever they host, they host the same game; same title, same map, same settings. Except the mods get changed to what they played last. You might know Muffinman; he hosts exclusively Setons with around 900-1500. the number of times I've seen his game pop up with rks mod to see it taken off 10 seconds later can't be counted on just fingers and toes. And yes, I see; with the pop ups and half a square meter of screen real estate it's hard to not see.

It happens to other mods as well, like the netlag adjust nonsense. That's still taking a long time to die.

There should be consistency; either all settings, including title, map, mods are copied from last played game, or all are copied from last hosted game. Just fudging with the mods is stupid.

Btw; it's funny seeing you troll around posting off-topic offensively whenever you think someone says something negative about your explosions mod, while in fact I didn't even mention your mod in this thread. Maybe you didn't notice, but this thread is about anti-teleport. Got anything to say about that?

Statistics: Posted by E8400-CV — 27 Oct 2014, 04:06


]]>
2014-10-26T20:53:48+02:00 2014-10-26T20:53:48+02:00 /viewtopic.php?t=8751&p=84345#p84345 <![CDATA[Re: Anti Teleport]]>
Teleport cost 15 000 mass, when you want to make 10tele sacus its like build 2/3 of paragon.. i never saw it in game. And dont believe that more like 1/5 player saw it in life.

but agree that some T3/exp building would be much better with more HP. like mavor with 7K when artilery have 12K is madness

Statistics: Posted by Ithilis_Quo — 26 Oct 2014, 20:53


]]>
2014-10-26T19:49:18+02:00 2014-10-26T19:49:18+02:00 /viewtopic.php?t=8751&p=84341#p84341 <![CDATA[Re: Anti Teleport]]>
E8400-CV wrote:
More likely people use it because once you join a game with it, it enables it also when hosting on your own. Which is totally stupid, since it doesn't change map, title and other game settings to match last played game.


Lulz, such hate... dubt its hard to spot that you have a mod on.... maybe they just like it and you cant accept the fact they do? Seriously, you always say they have it on unintentionally... strange it doesnt happen with other mods eh? :D

If you have a problem with it at least dont try to force your opinion on others too by telling everyone that people use it accidentally, which is painfully obviously not the case. ;)

Statistics: Posted by RK4000 — 26 Oct 2014, 19:49


]]>
2014-10-26T19:15:53+02:00 2014-10-26T19:15:53+02:00 /viewtopic.php?t=8751&p=84335#p84335 <![CDATA[Re: Anti Teleport]]>
lextoc wrote:
Legion Darrath wrote:I made a mod a few years ago that disables teleport. I suppose I could dig it up if you want it.

I bet that has a story behind it


Some dude on GPGnet: "Hey LD can you make a mod that disables teleport?"
Me: "Sure."

Statistics: Posted by Legion Darrath — 26 Oct 2014, 19:15


]]>
2014-10-26T14:21:28+02:00 2014-10-26T14:21:28+02:00 /viewtopic.php?t=8751&p=84299#p84299 <![CDATA[Re: Anti Teleport]]>
Mr-Smith wrote:
ya I dont like the idea as well, pds counter teleport Acus very well.


PS: teleport scus is still the only way to go if you play an no air/land/gameenders thermo game :)


Balancing about restricted noob maps is about the dumbest thing I can think off.

Also: most of these games already have teleport restricted as well.

Statistics: Posted by E8400-CV — 26 Oct 2014, 14:21


]]>
2014-10-26T13:10:15+02:00 2014-10-26T13:10:15+02:00 /viewtopic.php?t=8751&p=84297#p84297 <![CDATA[Re: Anti Teleport]]>
Legion Darrath wrote:
I made a mod a few years ago that disables teleport. I suppose I could dig it up if you want it.

I bet that has a story behind it

Statistics: Posted by lextoc — 26 Oct 2014, 13:10


]]>
2014-10-26T12:54:57+02:00 2014-10-26T12:54:57+02:00 /viewtopic.php?t=8751&p=84295#p84295 <![CDATA[Re: Anti Teleport]]> Statistics: Posted by Legion Darrath — 26 Oct 2014, 12:54


]]>
2014-10-24T21:25:42+02:00 2014-10-24T21:25:42+02:00 /viewtopic.php?t=8751&p=84157#p84157 <![CDATA[Re: Anti Teleport]]> Statistics: Posted by ZeRen — 24 Oct 2014, 21:25


]]>
2014-10-24T13:57:00+02:00 2014-10-24T13:57:00+02:00 /viewtopic.php?t=8751&p=84102#p84102 <![CDATA[Re: Anti Teleport]]> 30 seconds for SACU ?
10/15 seconds for ACU ?

Statistics: Posted by Xinnony — 24 Oct 2014, 13:57


]]>
2014-10-24T13:14:00+02:00 2014-10-24T13:14:00+02:00 /viewtopic.php?t=8751&p=84098#p84098 <![CDATA[Re: Anti Teleport]]>

PS: teleport scus is still the only way to go if you play an no air/land/gameenders thermo game :)

Statistics: Posted by Mr-Smith — 24 Oct 2014, 13:14


]]>
2014-10-24T12:44:39+02:00 2014-10-24T12:44:39+02:00 /viewtopic.php?t=8751&p=84096#p84096 <![CDATA[Re: Anti Teleport]]>
-_V_- wrote:
Blodir wrote:I don't really like the idea of adding new units into the game to prevent a very niche tactic seen maybe 1/20 games.

Well then if it's a niche tatic that you may not see, then you won't also need the anti teleport unit, so no change to you , right ?

Wether anti tele should be added in or not, your reason against it is illogical.

- You would limit an already underused tactic further
- Tele is already somewhat counterable
- There's many other ways to balance teleport if you think it's too poweful (like increasing the HP of expensive buildings)
- There would be one more unit to balance
- One more unit for a new player to learn
etc.

So what's positive about this? A couple of players find the game marginally less frustrating?

The game won't get better by simply adding more stuff. Anyways, I'm 100% sure there won't be enough supporters for your cause so I don't think I really need to explain myself further :)

Statistics: Posted by Blodir — 24 Oct 2014, 12:44


]]>
2014-10-24T12:20:23+02:00 2014-10-24T12:20:23+02:00 /viewtopic.php?t=8751&p=84092#p84092 <![CDATA[Re: Anti Teleport]]>
stalewee wrote:
I can't remember the last time I saw tele SACUs work.

For some reason it's underused. One SACU could cause enough damages on its own. The game is not just about sniping and killing nuke def.

those SACUs should be made more expensive so that one is damn precious and its loss really costs you. As it is, you lose a SACU, you don't care.

Statistics: Posted by -_V_- — 24 Oct 2014, 12:20


]]>