Base giving in team games.

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Base giving in team games.

Postby Nemesis » 05 May 2015, 23:14

Ok, so in a few of my recent team games, mainly on waters of Isis, I've been frustrated by how people who are working together will each build a base and then one will simply go AFk, giving their team mate complete control over everything. This gives that person a huge Eco on turtle maps and mulch-faction tech without them so much as having to rebuild.

One example (the replay for which I can't find) led to tempests, ASFs, nukes, T3 arty and finally a yolona oss being spammed and built and my team stood no chance. I just find this so frustrating and difficult to counter, especially in the person with all the eco has good APM.

Is there anyway to prevent this from happening? I'm guessing not because people should be allowed to give units and the share until death option has no impact because their entire team remains alive.
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Re: Base giving in team games.

Postby Retnut » 06 May 2015, 01:07

It is a lame tactic but it is also lame, from the other team's perspective, if their player ctrl-k's early... It should be pretty easy to snipe an AFK comm in late game, and if it's really not doable, I suggest the game was probably lost already.
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Re: Base giving in team games.

Postby speed2 » 06 May 2015, 01:12

Only problem I see in this is no teamwork on your side, work on that and you will have no problems dealing with this ^^ since your combined eco will be same and your opponent.
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Re: Base giving in team games.

Postby Nemesis » 06 May 2015, 09:24

speed2 wrote:Only problem I see in this is no teamwork on your side, work on that and you will have no problems dealing with this ^^ since your combined eco will be same and your opponent.


You are quite right, if all teams were on teamspeak/mumble it would be easy, however at my level (1100), it is very difficult to communicate effectively with the rest of my team using just in game chat.


Retnut wrote:It is a lame tactic but it is also lame, from the other team's perspective, if their player ctrl-k's early... It should be pretty easy to snipe an AFK comm in late game, and if it's really not doable, I suggest the game was probably lost already.


Thats true, but this is only ever used on turtle/one direction maps and usually, their team just covers the AFK comm in personal shields and t3 shields to the point where a snip is almost impossible.
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Re: Base giving in team games.

Postby -_V_- » 06 May 2015, 10:56

Dude that's just team games lol.

You can play 1v1 if you prefer
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Re: Base giving in team games.

Postby Nemesis » 06 May 2015, 11:10

I love team games, I just hate this kind of thing.
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Re: Base giving in team games.

Postby FunkOff » 06 May 2015, 18:29

It would be trivially easy to modify the "give unit" function to make it so that... I don't know.... there was a 5 minute delay, or it failed 25% of the time (causing the unit to explode rather than transfer) or some other limitation that prevented this.

Really though, I think it just goes to show the importance of good map design more than anything else. The advantage of having 2 players on a team versus 1 is simple: You start with 2 ACUs (extra combat unit/engineer + slightly more resources), and your attention/micro is basically doubled. As games get more drawn out, 1 combat unit/engineer and +1 mass make almost no difference, and the coordination benefit of having all resources controlled by one guy (instead of two) overcomes that.

If you wanted to solve this problem, you'd have to stick to maps that require more micro/attention. Waters of Isis is the opposite of that.

I think Seton's is a much better designed map because it is designed in such a way that one person can't usually handle all facets (left, right, middle AND air? Very very difficult to do)
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Re: Base giving in team games.

Postby Nemesis » 06 May 2015, 19:59

I kind of like the first idea although it might be better for there to be a way for only some of what's given to be received, eg 50% of mass.
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Re: Base giving in team games.

Postby tatsu » 07 May 2015, 00:35

acelenny wrote:Ok, so in a few of my recent team games, mainly on waters of Isis, I've been frustrated by how people who are working together will each build a base and then one will simply go AFk, giving their team mate complete control over everything. This gives that person a huge Eco on turtle maps and mulch-faction tech without them so much as having to rebuild.

One example (the replay for which I can't find) led to tempests, ASFs, nukes, T3 arty and finally a yolona oss being spammed and built and my team stood no chance. I just find this so frustrating and difficult to counter, especially in the person with all the eco has good APM.

Is there anyway to prevent this from happening? I'm guessing not because people should be allowed to give units and the share until death option has no impact because their entire team remains alive.

This happens to me ALL the time on isis.

it's a fucking exploit and needs to stop.

cheap-ass victory.
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Re: Base giving in team games.

Postby E8400-CV » 07 May 2015, 07:28

Yes, playing as a team in a team game is OP ;)
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