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Re: Balanced Annihilation V7.20

Posted: 09 Jan 2011, 17:50
by Aether_0001
Doomsday animation appears to be buggy for me - when I open it the doomsday turrets inside don't completely emerge, and the lasers are inside panels and shoot through stuff... overall the doomsday is too short when it's open as well

Re: Balanced Annihilation V7.20

Posted: 09 Jan 2011, 18:26
by Sucky_Lord
You should definitely consider the change I suggested: Reduce vehicle and kbot T1 lab buildtime by 15% to actually make it a reasonable strat to build a lab on the frontline or even on the enemy side of the map if youre really pro!

Re: Balanced Annihilation V7.20

Posted: 09 Jan 2011, 19:40
by Aero
I also want to note that the console no longer displays any different text color for ally chat, spec chat, username, or normal chat. This makes reading the chat and using the console more difficult because everything is grey. I tried multiple UIs, and the result is the same. Is this a bug on my end or did someone mess with the Luaui?

Re: Balanced Annihilation V7.20

Posted: 09 Jan 2011, 20:14
by hoijui
Aero, updated to latest spring release.

Re: Balanced Annihilation V7.20

Posted: 09 Jan 2011, 20:20
by Johannes
Sucky_Lord wrote:You should definitely consider the change I suggested: Reduce vehicle and kbot T1 lab buildtime by 15% to actually make it a reasonable strat to build a lab on the frontline or even on the enemy side of the map if youre really pro!
4 less seconds of building makes the difference between reasonable and unreasonable, really? It doesn't really do much anything to nothing but messing starting bo's a bit.

Re: Balanced Annihilation V7.20

Posted: 09 Jan 2011, 20:57
by Sucky_Lord
Johannes wrote:
Sucky_Lord wrote:You should definitely consider the change I suggested: Reduce vehicle and kbot T1 lab buildtime by 15% to actually make it a reasonable strat to build a lab on the frontline or even on the enemy side of the map if youre really pro!
4 less seconds of building makes the difference between reasonable and unreasonable, really? It doesn't really do much anything to nothing but messing starting bo's a bit.
Any more than 4 seconds and it starts to unbalance it in other ways like no-mex starts would suddenly become a bit OP. I think 15% is the right balance there, but if anyone has any better suggestions then fire away. I'd just like to see something like this implemented because atm the base setout is getting very samey..

Re: Balanced Annihilation V7.20

Posted: 09 Jan 2011, 21:13
by Jazcash
Sucky_Lord wrote:I'd just like to see something like this implemented because atm the base setout is getting very samey..
You could always try building a different base :wink:

Re: Balanced Annihilation V7.20

Posted: 09 Jan 2011, 23:41
by Aether_0001
Fix pelican maxslope please! :D And make its laser slightly more powerful or make it more spammable.

Did I mention doomsday animation was bugged?

Re: Balanced Annihilation V7.20

Posted: 09 Jan 2011, 23:46
by Sucky_Lord
Jazcash wrote:
Sucky_Lord wrote:I'd just like to see something like this implemented because atm the base setout is getting very samey..
You could always try building a different base :wink:
But how? Its always like 4/3 solar or 8/6 winds and a veh lab or kbot lab. Occasionally if i'm feeling particularly audacious i throw in an E store, but thats only on bank holidays and christmas.

Re: Balanced Annihilation V7.20

Posted: 09 Jan 2011, 23:59
by Aether_0001
No, you can lead kbot lab and make fleas and hope to kill your opponent that way. Or start air mebbe

Re: Balanced Annihilation V7.20

Posted: 10 Jan 2011, 02:13
by Johannes
TheFatController wrote:Yeah I'm gonna revert the Liche change, was already speaking with some people in lobby about it.

The reasoning was that the mechanic it uses to kill a com in one hit was a bug (the coms mass = falling 1 ft = death) so I reasoned that it had to be fixed but in hindsight no it doesn't.
Yeah, unintended behaviour/"bugs" like this should only be changed if it clearly makes the game worse.

Re: Balanced Annihilation V7.20

Posted: 10 Jan 2011, 08:40
by ginekolog
about liche, imo its not good that 2,5k unit can insta kill com. This is very notable in ffa where we play comm ends.

So was this comm bounce damage a bug and will be resolved?

Other changes seem good so far ;)

Re: Balanced Annihilation V7.20

Posted: 10 Jan 2011, 15:47
by Pxtl
Apparently Boxing Day sales came late for BA, but they're here now! New low, low energy prices for cloaking and units everyone! Buy now and save!

Re: Balanced Annihilation V7.20

Posted: 10 Jan 2011, 15:54
by Yuri
Every issue that I've discovered was mentioned. However spinning tops of MMs are not so good. I would prefer classic OTA red/yellow light :(

Re: Balanced Annihilation V7.20

Posted: 10 Jan 2011, 20:50
by Aether_0001
Yuri wrote:I would prefer classic OTA red/yellow light :(
I KNOWW ME TOO. Also with annihilator, energy storages, etc.

Re: Balanced Annihilation V7.20

Posted: 10 Jan 2011, 21:12
by smoth
could be easily done :\

Re: Balanced Annihilation V7.20

Posted: 10 Jan 2011, 21:13
by NOiZE
someone do it then.

Re: Balanced Annihilation V7.20

Posted: 10 Jan 2011, 21:27
by smoth
heres how: alternate red model for off state.

show/hide based on on off status.

Re: Balanced Annihilation V7.20

Posted: 10 Jan 2011, 21:57
by Aether_0001
Huh? Why is krog head laser orange?

Re: Balanced Annihilation V7.20

Posted: 10 Jan 2011, 22:55
by Pxtl
smoth wrote:could be easily done :\
This is *A development. "easy" here means "changing a line in a text file". Cracking open the actual 3DO model is a bit of a different story.