Search found 265 matches
- 18 Sep 2009, 13:04
- Forum: Balanced Annihilation
- Topic: The most nukes/adv fusions/krogoths/etc. ever in regular DSD
- Replies: 7
- Views: 2207
Re: The most nukes/adv fusions/krogoths/etc. ever in regular DSD
I think I remember speccing a greenfield games of epic porc. Both teams bases were carpetted with lrpcs, stacked shields and fusion plants. Eventually someone somehow destroyed a fusion and most of that team's base chain exploded.
- 18 Aug 2009, 12:33
- Forum: Balanced Annihilation
- Topic: Fusion rush vs. adv fusion rush speed
- Replies: 44
- Views: 6635
Re: Fusion rush vs. adv fusion rush speed
Rushing peewees is much faster, funner and effectiver than rushing either fusions ro advanced fusions.
- 16 Aug 2009, 10:31
- Forum: Ingame Community
- Topic: 2 techniques to prevent double or smurf-accounts
- Replies: 36
- Views: 5384
Re: 2 techniques to prevent double or smurf-accounts
How about preventing players from building certain tech level 2 units until they are rank 4 or something. A mild discouragement for smurfing as your options are limited a little. And stops the noob tech to krog/nuke syndrome - force them to learn flash spam before they can play with the big units. O...
- 27 Apr 2009, 11:46
- Forum: Balanced Annihilation
- Topic: Jellyman's unit guide
- Replies: 20
- Views: 4803
Re: Jellyman's unit guide
Thanks for the comments and corrections. I use t1 kbots more than any other unit type, so there will be more chances to add to what I advise in further sections of this guide. I will certainly take into account if I get around to writing a final version for posting on Jazzcash's site. Arm Vehicles l...
- 27 Apr 2009, 10:31
- Forum: Balanced Annihilation
- Topic: Modoptions thread
- Replies: 33
- Views: 5507
Re: Modoptions thread
Universal multipliers for speed or damage? Not particularly imaginative, but might be good for a laugh to see how gameplay works out if everything is twice as fast (zippers of doom), or does only 10% of the normal damage (con vehicle reclaim the strongest attack?).
- 23 Apr 2009, 11:28
- Forum: Balanced Annihilation
- Topic: Jellyman's unit guide
- Replies: 20
- Views: 4803
Re: Jellyman's unit guide
Arm Kbot Level 1 flea : Very cheap and very fast scout unit with long line of site. Has a weak short range attack. Useful for early harrasment of any early economy units that are left unprotected, or to at least pressure your opponent into protecting their economy and so slow their expansion. Later...
- 22 Apr 2009, 12:41
- Forum: Balanced Annihilation
- Topic: hammer/thud change revert?
- Replies: 68
- Views: 12412
Re: hammer/thud change revert?
I play mostly team games and I thought previously thud/hammer were only useful defending hills, but are now probably the kbot of choice for the late t1 stage. Early game I currently prefer rocko/storm to thud/hammer, but I wouldn't rule out changing my mind on this over time.
- 22 Apr 2009, 12:06
- Forum: Balanced Annihilation
- Topic: Jellyman's unit guide
- Replies: 20
- Views: 4803
Jellyman's unit guide
Will try and write a unit guide. Feedback weclome. Feel free to modify and post on strategy guide sites such as Jazzcash's. First some general comments on BA balance: Mobile Vs Static Mobile units can move. Static stay in one spot. Static units are more effective for their cost. But mobile units hav...
- 21 Apr 2009, 10:25
- Forum: General Discussion
- Topic: New gameplay style "Communist Mode" (multiple comm share)
- Replies: 59
- Views: 7925
Re: New gameplay style "Communist Mode" (multiple comm share)
Communist mode: as originally proposed, but with lots and lots of restrictions to what you can do so no one can spoil things. Because the rules spoil things first.
Hippy mode: as originally proposed, with love and trust of your team mates.
Hippy mode: as originally proposed, with love and trust of your team mates.
- 15 Apr 2009, 23:29
- Forum: Balanced Annihilation
- Topic: [old] Balanced Annihilation V6.85
- Replies: 123
- Views: 20965
Re: Balanced Annihilation V6.85
Did you test fatboys?Lolsquad_Steven wrote:Hrm, i tested your mod, everything seems perfect, change nothing.
- 14 Apr 2009, 23:29
- Forum: Balanced Annihilation
- Topic: [BA Strategy] What's the T2 counter for mass Stumpies?
- Replies: 45
- Views: 9851
Re: [BA Strategy] What's the T2 counter for mass Stumpies?
A few banishers supporting t1 spam are very good against stumpy spam. Except they tend to leave very few enemy wrecks to reclaim.
- 24 Mar 2009, 22:08
- Forum: Balanced Annihilation
- Topic: [old] Balanced Annihilation V6.84
- Replies: 111
- Views: 21767
Re: Balanced Annihilation V6.84
Give the kbot builder a d-gun :D
- 24 Mar 2009, 10:31
- Forum: Balanced Annihilation
- Topic: [old] Balanced Annihilation V6.84
- Replies: 111
- Views: 21767
Re: Balanced Annihilation V6.84
Just for those who think kbots, and particularly aks and peewees are fail, I have uploaded a couple demos of peewee and ak pwnage. Key to peewee/ak pwnage is speed aggression, and looking for the weak points in defence. A fast build is required. 3 mex, 5 solar, one con if in back with limited expans...
- 21 Mar 2009, 12:25
- Forum: General Discussion
- Topic: "slippery slope"
- Replies: 36
- Views: 4518
Re: "slippery slope"
thats how I eat kiwis too.
- 19 Mar 2009, 23:53
- Forum: Balanced Annihilation
- Topic: [old] Balanced Annihilation V6.84
- Replies: 111
- Views: 21767
Re: Balanced Annihilation V6.84
Should something be done about Mar3usmc style heavy bomber rush? That is Self D commander going for t2 as soon as possible, and then send a solid squad of heavy bombers to bomb everything in the opponent's back row. Example: http://replays.adune.nl/?918 If no balance change is made to reduce the eff...
- 28 Feb 2009, 05:57
- Forum: Balanced Annihilation
- Topic: [old] Balanced Annihilation V6.81
- Replies: 494
- Views: 56641
Re: Balanced Annihilation V6.81
Units that I don't think I've ever seen used with a positive result on the battlefield Pelican Gimp Halberd Tremor Fatboy The next list is units I have occasionally seen have a positive result on the battlefiedl. However I think that other units may have done better, and that the positive use of the...
- 22 Feb 2009, 22:42
- Forum: Balanced Annihilation
- Topic: [old] Balanced Annihilation V6.81
- Replies: 494
- Views: 56641
Re: Balanced Annihilation V6.81
Imho, the only thing the raider/scout kbots need changed is the fact that they do too much damage to friendlies when they die. Too much self-pwnage with them. I dont get this... its 10 damage over 32 aoe.. does it really have impact in game? I have never noticed. SMALL_UNITEX: Name = Smalltank Area...
- 22 Feb 2009, 22:36
- Forum: Balanced Annihilation
- Topic: [old] Balanced Annihilation V6.81
- Replies: 494
- Views: 56641
Re: Balanced Annihilation V6.81
(within context of a typical dsd 5 vs 5 style game) Hope you dont espect balance a mod using 5v5 DSD game as a standard context... Why not? 5 vs 5 DSD is overplayed, but overplayed for a reason - its one of the best gameplay experience BA has to offer. Which map would you rather have BA balanced fo...
- 22 Feb 2009, 11:38
- Forum: Balanced Annihilation
- Topic: [old] Balanced Annihilation V6.81
- Replies: 494
- Views: 56641
Re: Balanced Annihilation V6.81
also, I still think the high e-cost of ak/peewee in respect to their M cost is biggest weakness of kbots; you cant use them the same way you can use flash/gator simply because spamming them early at the same pace (m/tick) as another player spams flash requires 250% more energy- you cannot match the...
- 18 Feb 2009, 08:34
- Forum: Balanced Annihilation
- Topic: [old] Balanced Annihilation V6.81
- Replies: 494
- Views: 56641
Re: Balanced Annihilation V6.81
Calling everyone a newb because they disagree with your point of view and not even justifying your own point of view is not a particularly useful contribution to a debate.