View topic - BA 7.70 Released!



All times are UTC + 1 hour


Post new topic Reply to topic  [ 38 posts ]  Go to page Previous  1, 2
Author Message
 Post subject: Re: BA 7.70 Released!
PostPosted: 28 Jul 2012, 17:41 
Balanced Annihilation Maintainer
User avatar

Joined: 24 Oct 2008, 23:23
Location: rawr
Alba - again, that's caused by the new attack targetting behaviour in 0.89.


Top
 Offline Profile  
 
 Post subject: Re: BA 7.70 Released!
PostPosted: 28 Jul 2012, 21:22 
User avatar

Joined: 14 Jan 2009, 14:20
Silentwings wrote:
Alba - again, that's caused by the new attack targetting behaviour in 0.89.


Cool... So that will not be, or cannot be change from mod point of view ? Or you guys just wait that will be add like an option in the engine or something like that ?
As far as I understand that is not a bug right ? so that is meant to stay that way ?


Top
 Offline Profile  
 
 Post subject: Re: BA 7.70 Released!
PostPosted: 29 Jul 2012, 12:11 

Joined: 09 Sep 2007, 20:05
iirc it is fixed in engine already


Top
 Offline Profile  
 
 Post subject: Re: BA 7.70 Released!
PostPosted: 31 Jul 2012, 10:53 
Balanced Annihilation Maintainer
User avatar

Joined: 24 Oct 2008, 23:23
Location: rawr
It wasn't a bug, the attack lock was a feature introduced in 0.89. But I think it was agreed that the attack lock ought to unlock if the attacked unit goes out of range, so that will be the case in 0.90.

Afaik, no, it won't be temporarily 'fixed' modside.


Top
 Offline Profile  
 
 Post subject: Re: BA 7.70 Released!
PostPosted: 31 Jul 2012, 15:34 
User avatar

Joined: 17 Sep 2010, 14:49
So is there still gonna be some sort of attack lock thing that can't be turned off? :/


Top
 Offline Profile  
 
 Post subject: Re: BA 7.70 Released!
PostPosted: 31 Jul 2012, 17:02 

Joined: 19 Mar 2011, 13:43
A problem I've had with lock-on is how you have to be very careful not to click on moving units when dgunning, or you will end up shooting behind them. This is harder and more important than it sounds in a life or death situations - for example when you get swamped by microed peewees and flashes.

In the past I always used dgun with repeat on, useful for area denial and easily cancelled with a move order. With the new change you can only use "stop," and this seems to make the commander behave strangely.


Top
 Offline Profile  
 
 Post subject: Re: BA 7.70 Released!
PostPosted: 01 Aug 2012, 21:35 
User avatar

Joined: 14 Jan 2009, 14:20
rocko dont move from a milimeter when they are shot by goliath. Looks like all units have 100 times their mass from before or what ?


Top
 Offline Profile  
 
 Post subject: Re: BA 7.70 Released!
PostPosted: 01 Aug 2012, 22:41 

Joined: 09 Sep 2007, 20:05
albator wrote:
rocko dont move from a milimeter when they are shot by goliath. Looks like all units have 100 times their mass from before or what ?

this, but aks seem to fly across half the map from leveler, so there seems to be some differenciation, only it is very heavy handed now.


Top
 Offline Profile  
 
 Post subject: Re: BA 7.70 Released!
PostPosted: 02 Aug 2012, 04:30 

Joined: 13 Aug 2007, 12:19
BaNa wrote:
albator wrote:
rocko dont move from a milimeter when they are shot by goliath. Looks like all units have 100 times their mass from before or what ?

this, but aks seem to fly across half the map from leveler, so there seems to be some differenciation, only it is very heavy handed now.


Saw a couple of stumpies fly away from a comm blast the other day as well. Of course they survived and spend the rest of the game in sea.


Top
 Offline Profile  
 
 Post subject: Re: BA 7.70 Released!
PostPosted: 07 Aug 2012, 02:57 
User avatar

Joined: 17 Sep 2010, 14:49
The new attack lock is bad because I don't see how it offers anything new you can do now, that you couldn't in the past. Shooting ground while moving was doable, IIRC it was simply make attack command -> then shift-move and it'll keep shooting that spot if in range.
And for units to get exclusivity in targeting, turn to hold fire naturally.
These are also things you want to happen in minority, not majority of time.

But now you cannot ever use attack commands without big restrictions... Even if it's fixed to turn passive if target goes out of range, it's still worse than what we had. Stuff like it should be widget territory, no? Whereas default behaviour aim for flexibility first and foremost, at least retaining the possibilities there used to be.


Top
 Offline Profile  
 
 Post subject: Re: BA 7.70 Released!
PostPosted: 07 Aug 2012, 09:29 
Lua Coder
User avatar

Joined: 20 Feb 2007, 01:10
+1

I totally hate it when a group of flashes totally stop firing at anything else than the attacked com. I really dont understand the benefit either.

I live in constant fear now that some of my units do not fire at all cause I intentionally or unintentionally attacked an enemy unit manually before.


Top
 Offline Profile  
 
 Post subject: Re: BA 7.70 Released!
PostPosted: 17 Aug 2012, 12:23 

Joined: 22 Apr 2005, 05:21
What happened to Xray Shader? I miss that :(


Top
 Offline Profile  
 
 Post subject: Re: BA 7.70 Released!
PostPosted: 18 Aug 2012, 20:41 
User avatar

Joined: 14 Jan 2009, 14:20
Some bugs that make the game not nice :

com keep Dguning all the time once u start
cons getting stuck in the ground all the time on Dword


Top
 Offline Profile  
 
 Post subject: Re: BA 7.70 Released!
PostPosted: 21 Aug 2012, 18:10 

Joined: 15 Feb 2011, 01:21
Hey, I just wanted to know if all TA-original content had been purged yet. If I skipped that in your description of changes, sorry!! Anyway, I was just wanting to know bc I know that there was a lot going on about purging BA of all copyrighted content, etc.


Top
 Offline Profile  
 
 Post subject: Re: BA 7.70 Released!
PostPosted: 21 Aug 2012, 20:32 

Joined: 13 Aug 2007, 12:19
xman15user wrote:
Hey, I just wanted to know if all TA-original content had been purged yet. If I skipped that in your description of changes, sorry!! Anyway, I was just wanting to know bc I know that there was a lot going on about purging BA of all copyrighted content, etc.



Not yet. They are working on a release where almost all should be replaced (and improved) though.


Top
 Offline Profile  
 
 Post subject: Re: BA 7.70 Released!
PostPosted: 22 Aug 2012, 07:46 
Balanced Annihilation Maintainer
User avatar

Joined: 24 Oct 2008, 23:23
Location: rawr
You can check out the progress of BAR (which is largely about removing OTA content from BA) using rapid-gui.exe - download the latest version and have a look.


Top
 Offline Profile  
 
 Post subject: Re: BA 7.70 Released!
PostPosted: 28 Aug 2012, 09:47 

Joined: 20 Oct 2009, 12:04
hm.. I did not see mass transport of nanos))) and I like this change! It gives new interesting moments for BA. More clever moves, more tricks, more fun!


Top
 Offline Profile  
 
 Post subject: Re: BA 7.70 Released!
PostPosted: 28 Aug 2012, 19:52 
User avatar

Joined: 14 Jan 2009, 14:20
jamerlan wrote:
hm.. I did not see mass transport of nanos))) and I like this change! It gives new interesting moments for BA. More clever moves, more tricks, more fun!


That is cause pathing is so fucked up, only eco whore win the game with 0.89


Top
 Offline Profile  
 
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 38 posts ]  Go to page Previous  1, 2

All times are UTC + 1 hour


Who is online

Users browsing this forum: No registered users and 1 guest


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
cron
Powered by phpBB® Forum Software © phpBB Group

Site layout created by Roflcopter et al.