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by REVENGE
16 Aug 2013, 12:02
Forum: Feature Requests
Topic: Aircraft hover distance mechanics
Replies: 10
Views: 2680

Re: Aircraft hover distance mechanics

Thank you all for the helpful replies, I apologize for not taking a close look at the source code beforehand.
by REVENGE
07 Aug 2013, 10:24
Forum: Balanced Annihilation
Topic: Feeling, question, answer ?
Replies: 23
Views: 9406

Re: Feeling, question, answer ?

I'm not sure that it does reimplement the 'old' engine behaviour behaviour - the gadget deals only with the multiplier when my memory is that there are other changes involved as well. Some of the impulse tags, even in units that rely on impulse, are matched to old impulse mechanics and to get somet...
by REVENGE
07 Aug 2013, 09:56
Forum: Feature Requests
Topic: Aircraft hover distance mechanics
Replies: 10
Views: 2680

Aircraft hover distance mechanics

Hovering aircraft (in particular) seem to set their hover distance based on nearby terrain height. Can we have added control over this mechanic to allow aircraft to hover closer to the terrain directly underneath them? The speed of adjustment for the hovering height would preferably also be a setting.
by REVENGE
06 Aug 2013, 09:49
Forum: Balanced Annihilation
Topic: Feeling, question, answer ?
Replies: 23
Views: 9406

Re: Feeling, question, answer ?

@Silent: It doesn't guess at the damage so much as implement the original damage algorithm on the fall event. The bugs are known issues, I did not finish testing. If that is the issue that precludes it from making release, I will do more debugging / testing. The impulse mechanics are good, the lack ...
by REVENGE
28 Jul 2013, 02:50
Forum: Balanced Annihilation
Topic: Feeling, question, answer ?
Replies: 23
Views: 9406

Re: Feeling, question, answer ?

One comment about impulse: there were a lot of changes made to the way impulse and collision damage are handled at the engine level starting in the 9X revisions, and BA has not implemented corrections at the game mechanics level to account for those changes. At one point, I had written a gadget for ...
by REVENGE
14 Jul 2013, 10:36
Forum: Balanced Annihilation
Topic: Intrusion Countermeasure System - crap?
Replies: 12
Views: 3919

Re: Intrusion Countermeasure System - crap?

When Caydr first implemented it, there was a suggestion to add radar dots with error to the target that is detected. I would say that's a reasonable start to making the unit more useful. Lua it. I'm pretty sure car did so quite a few years ago. This function has a pretty good sounding name https://...
by REVENGE
23 Jun 2013, 07:27
Forum: Balanced Annihilation Reloaded
Topic: BA:R Arm models
Replies: 133
Views: 105280

Re: BA:R Arm models

The ship proportions are a bit off, turrets are comically large compared to the ship body.
by REVENGE
23 Jun 2013, 07:23
Forum: Balanced Annihilation
Topic: Intrusion Countermeasure System - crap?
Replies: 12
Views: 3919

Re: Intrusion Countermeasure System - crap?

When Caydr first implemented it, there was a suggestion to add radar dots with error to the target that is detected. I would say that's a reasonable start to making the unit more useful.
by REVENGE
18 Jun 2013, 10:53
Forum: Balanced Annihilation
Topic: play for me® widget!
Replies: 9
Views: 4275

Re: play for me® widget!

Is this patented?
by REVENGE
18 Jun 2013, 10:35
Forum: Off Topic Discussion
Topic: Meetup
Replies: 1
Views: 570

Re: Meetup

Come to the west coast instead. :twisted:
by REVENGE
13 Jun 2013, 19:51
Forum: Balanced Annihilation
Topic: Reversing conships!
Replies: 18
Views: 8075

Re: Reversing conships!

lol sea is fucking loco
by REVENGE
11 Jun 2013, 11:25
Forum: Balanced Annihilation
Topic: Reversing conships!
Replies: 18
Views: 8075

Re: Reversing conships!

There's no need to make conships more powerful, but making them more powerful would also make them even more fun . :regret: :twisted: Side-note: please change the naval engineer script to use the delayed closing animation, same as other cons. As is, they're completed dominated by conships for spammi...
by REVENGE
20 May 2013, 10:56
Forum: Balanced Annihilation
Topic: BA 7.76 Released!
Replies: 7
Views: 3245

Re: BA 7.76 Released!

Juno change seems odd. It would be more useful to extend its radar / jammer denial capabilities. Maybe have it deny all radar indiscriminately in an area for 30 seconds + paralyze all radars and jammers in an area for 30 seconds?
by REVENGE
14 Apr 2013, 22:36
Forum: Balanced Annihilation
Topic: Screamer and Mercury are still shit
Replies: 63
Views: 12113

Re: Screamer and Mercury are still shit

Let them stockpile.
by REVENGE
14 Apr 2013, 22:33
Forum: Balanced Annihilation
Topic: Seaplane gunships are fail
Replies: 3
Views: 957

Re: Seaplane gunships are fail

To be honest, I had forgotten there was a Seaplane factory. Other Seplanes are pretty useful. Albatross / Typhoon, for example, have lots of health and do decent damage with torpedoes. It's the T2 air unit counterparts that suck, mainly due to the belief that Seaplanes should not be as good as T2 p...
by REVENGE
14 Apr 2013, 15:39
Forum: Balanced Annihilation
Topic: Seaplane gunships are fail
Replies: 3
Views: 957

Seaplane gunships are fail

HP is too low: 4 scout boats should not be able to pulverize a squad of 6 or 7 in 10 seconds.

Cutlass weapon fire is bugged: it flies too low and has too great a range to fire consistently at targets.
by REVENGE
08 Apr 2013, 14:27
Forum: Off Topic Discussion
Topic: Went to see the Space Shuttle today :-D
Replies: 15
Views: 3347

Re: Went to see the Space Shuttle today :-D

Sweet. I will have to take a day trip to see it in the near future.
by REVENGE
08 Apr 2013, 14:27
Forum: Off Topic Discussion
Topic: How are the SYs doing?
Replies: 1
Views: 563

How are the SYs doing?

http://www.clan-sy.com/

Hard to imagine that the core of Spring is over 10 years old now! Who from the original clan is still around?
by REVENGE
14 Mar 2013, 11:23
Forum: News
Topic: Spring 93.1 / 93.2
Replies: 117
Views: 41084

Re: Spring 93.1

plethora of targeting issues as well (units refuse to fire at close range). I think this is due to new default colvols being too large and resulting in units not wanting to friendly fire when they are clustered, but I'm not sure & might be other things too. This is completely game breaking in B...

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