epicelite wrote: ↑Why are commando units not limited to 1 at a time?
I am personally against limiting commandos to one at a time. Perhaps some other kind of limiting/balancing factor could be found? I don't think it's such a bad thing to have more than one of them. They cost $1000, so they are pretty pricey and risky to use.
One balancing that I would like is having C4 charges could do somewhere between 500-1000 damage to a building instead of completely destroying it. A cooldown time after setting C4 charges would also make multiple commandos more acceptable. Then you would not have to worry so much about losing your construction yard in one hit, or having your base quickly ravaged.
But building guard towers in your base properly would probably solve most of these problems, anyway. :-P
epicelite wrote: ↑You clearly implied it, put more thought into your posts.
He did not. He explicitly specified 'choke points', as he had done a few posts earlier:
BaronOfStuff wrote: ↑Build walls; create your own chokepoints.
So please, do some research before you attempt to dismiss someone's quite valid comment offhand.
He was clearly implying the choke points should be created around individual buildings, most maps already provide one infront of your base around so if thats what he was saying hes still wrong.
You mean define/code them? Well, I can do the cameo icon if needed, but I'm not entirely sure how getting behaviour and that works. Especially if it's outside of YAML stuff.
(Gates would be a great addition to both mods though; while it's not 'true' to the classic C&C games currently supported, it would pretty much solve the "Engineer Rush" issue in most cases without having to fuck around with various other options.)
epicelite wrote: ↑What if we just make it so when you capture a building you have to wait 30 seconds before you can build near it, but you can sell it immediately.