1 |
Spring really used to be a portal for games, when we had only one lobby. But it was not sufficient for everyones needs. Now we have so much infighting that I don't trust the Engine devs farther than I could throw them, and we're stuck on engine version 91.0 because the later versions are so buggy (not to say that 91. isn't buggy).
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1 |
Spring really used to be a portal for games, when we had only one lobby. But it was not sufficient for everyones needs. Now we have so much infighting that I don't trust the Engine devs farther than I could throw them, and we're stuck on engine version 91.0 because the later versions are so buggy (not to say that 91. isn't buggy).
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2 |
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2 |
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3 |
We
actually
have
surprisingly
little
problem
with
lag
and
map
size.
People
play
10v10
on
a
10x10
map,
sometimes
8x8
(
Which
gets
a
bit
duck!)
.
Because
of
communism,
you
don't
need
'defined
starting
areas',
so
it
just
becomes
a
matter
of
comm
saturation.
|
3 |
We
actually
have
surprisingly
little
problem
with
lag
and
map
size.
People
play
10v10
on
a
10x10
map,
sometimes
8x8
(
Which
gets
a
bit
duck!)
.
Because
of
communism,
you
don't
need
'defined
starting
areas',
so
it
just
becomes
a
matter
of
comm
saturation.
Smaller
maps
actually
play
better,
because
there
are
smaller
margins
to
retreat
into,
and
there
is
less
total
metal
meaning
you
cannot
just
sit
behind
annis
and
rush
super
weapons.
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4 |
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4 |
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5 |
No the problem is that you have everything from a 1250 elo newbie to a 2000 elo player all in the one room, and each player has so little agency over the outcome (1/10th of the maps income) that everything is really slow. It's way harder to coordinate a successful attack than it is to coordinate a defence (where everyone can just focus on their own patch) and so you get these long slow porcfests that end with super units.
|
5 |
No the problem is that you have everything from a 1250 elo newbie to a 2000 elo player all in the one room, and each player has so little agency over the outcome (1/10th of the maps income) that everything is really slow. It's way harder to coordinate a successful attack than it is to coordinate a defence (where everyone can just focus on their own patch) and so you get these long slow porcfests that end with super units.
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