@ftxcommando
Ok, so now we're actually having a discussion. Whether fullshare or noshare leads to more "vibrant" gameplay. That's an actual discussion. Before the discussion was "noshare is obviously unplayable" which is completely incorrect. It seemed like many people in the thread were saying noshare leads to instant gg when the first player dies, or that losing a flullshare commander is basically as punishing as in noshare because of "APM" or "managing two bases". (These claims also contradict each other, I know different people said them but it's weird that you get two conflicting arguments from the fullshare camp).
@ftxcommando said in Full-Share Cannot Avoid Reality of Math:
“just protect acu 4head” doesn’t work when you got 4 acus to protect and oftentimes maps dictate you to go into acu v acu situations to control reclaim. If you give up the reclaim then you just auto lose unless you specifically coordinated some immediate snipe.
Not to mention coordinating ints so you can stop an attack is significantly harder than coordinating a t2 air attack, especially on larger maps.
This is so weird to me. T2 air snipes cannot ever be stealthed so decent radar coverage, much less actual scouting, makes them hard to conceal. T2 mobile flak has the highest mass to DPS of all anti air units in the game by a lot, plus the AOE makes most gunship snipes very fragile. Therefore bombers have to be used. Shields are prevalent at that stage of the game. For a T2 air snipe to have a good chance of working it needs to essentially kill the com on the first pass due to large turning radii, which means you have to amass like 10,000-15,000~ alpha strike anti ground damage. So that's a pretty large investment that will put the team behind on either land units or air control if it fails, especially in the context of near-term ASF production. The window is around 5-6 minutes on most relevant maps because this isn't an early T2 thing and T3 air will make the investment go past its expiration date. It's also a relatively common gambit so people know to prepare for it. It's a high-risk, high reward strategy.
Sure coordinating a defense is harder than an attack if you don't have intel, if 15 Nothas or Corsairs appear on the edge of your coms vision that's a dead com usually (if they just don't start circle walking...) but shouldn't that be the case? If it is ever scouted then coordinating a teams inties as well as flak and shield cover is very easy.
I don't see T2 air snipes centralizing the noshare metagame on 10x10 or 20x20 land focused maps, at least at my level (1400). And that's the most common way to snipe by far...
@exselsior said in Full-Share Cannot Avoid Reality of Math:
The whole point is that full share is not as punishing as no share, but it's still quite punishing unlike what some people seem to have stuck in their head.
It's contextual. In most cases, it is punishing, but in some of those cases, it's not punishing enough imo. In a relatively small amount of cases, it can actually increase that team's chances of winning, which seems counterintuitive. In some cases where there's a defined air slot, the game is almost always lost if the air player gets sniped, so fullshare is good in those instances.
@exselsior said in Full-Share Cannot Avoid Reality of Math:
Edit: The noshare advocates here have completely talked themselves into a circle especially on this weird apm tangent. I said this earlier but I'll say it again: in no share if someone dies but it's not game ending you still have to rebuild their base which takes apm. Once built, you then have to manage all the things that person was managing anyway so the apm requirements are no different. Hell, it's worse because the rebuilding takes more apm than if it's already there and you just have to restart prod and do some upgrades.
I don't undestand this. You're saying that when a base gets destroyed it takes more APM for the team that lost a commander than if it were full-share (i.e. it's harder)... that's the point. It's more punishing to the team that lost the commander. Whether you think that's good or bad is subjective. I think that a commander exploding should have a commensurately large impact on a team that lost it. If you don't then w/e. What I don't like is when a team kills a player (just one, obviously if 2 or 3 coms get sniped fullshare isn't as helpful) and the eco goes to the air slot or back slot and gets consolidated into exponential growth and then T3 air or land arrives faster for the team you ostensibly just scored a win over.