[old] Balanced Annihilation V6.81 - Page 17

[old] Balanced Annihilation V6.81

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1v0ry_k1ng
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Joined: 10 Mar 2006, 10:24

Re: Balanced Annihilation V6.81

Post by 1v0ry_k1ng »

but why do aks cost so much more E
what is the reason
whyyyyy
I want to be able to match gator spam with ak spam :(
bashar
Posts: 152
Joined: 03 Dec 2006, 23:06

Re: Balanced Annihilation V6.81

Post by bashar »

jellyman wrote: (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...
Regret
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Joined: 18 Aug 2007, 19:04

Re: Balanced Annihilation V6.81

Post by Regret »

ginekolog wrote:Err what?
Yea I suck cocks D: soz for that
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Pxtl
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Re: Balanced Annihilation V6.81

Post by Pxtl »

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.
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ginekolog
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Re: Balanced Annihilation V6.81

Post by ginekolog »

Pxtl wrote: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
AreaOfEffect = 32

Damages:
default = 10
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TheFatController
Balanced Annihilation Developer
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Re: Balanced Annihilation V6.81

Post by TheFatController »

It's in the cob, lots of units have it:

Code: Select all

	if( severity <= 99 )
	{
		corpsetype = 3;
		explode ground type FALL | SMOKE | FIRE | EXPLODE_ON_HIT | BITMAP1;
		explode head type FALL | SMOKE | FIRE | EXPLODE_ON_HIT | BITMAP2;
		explode lfire type FALL | SMOKE | FIRE | EXPLODE_ON_HIT | BITMAP3;
		explode lfoot type FALL | SMOKE | FIRE | EXPLODE_ON_HIT | BITMAP4;
		explode lleg type FALL | SMOKE | FIRE | EXPLODE_ON_HIT | BITMAP5;
		explode lloarm type FALL | SMOKE | FIRE | EXPLODE_ON_HIT | BITMAP1;
		explode lthigh type FALL | SMOKE | FIRE | EXPLODE_ON_HIT | BITMAP2;
		explode luparm type FALL | SMOKE | FIRE | EXPLODE_ON_HIT | BITMAP3;
		explode pelvis type FALL | SMOKE | FIRE | EXPLODE_ON_HIT | BITMAP4;
		explode rfire type FALL | SMOKE | FIRE | EXPLODE_ON_HIT | BITMAP5;
		explode rfoot type FALL | SMOKE | FIRE | EXPLODE_ON_HIT | BITMAP1;
		explode rleg type FALL | SMOKE | FIRE | EXPLODE_ON_HIT | BITMAP2;
		explode rloarm type FALL | SMOKE | FIRE | EXPLODE_ON_HIT | BITMAP3;
		explode rthigh type FALL | SMOKE | FIRE | EXPLODE_ON_HIT | BITMAP4;
		explode ruparm type FALL | SMOKE | FIRE | EXPLODE_ON_HIT | BITMAP5;
		explode torso type SHATTER | BITMAP1;
		return (0);
	}
Each of those EXPLODE_ON_HIT pieces do ~49 damage, so that's a lot of damage coming out of 1 AK.

I haven't been in the kbot discussion much but one thing I would like to look at is reducing the impact of these kbot shards for tech1 a bit.
Klopper
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Re: Balanced Annihilation V6.81

Post by Klopper »

Why do Jeffies have self-damage? Put them at point-blank range next to a mex and watch them kill themselves...
BaNa
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Re: Balanced Annihilation V6.81

Post by BaNa »

Klopper wrote:Why do Jeffies have self-damage? Put them at point-blank range next to a mex and watch them kill themselves...
Yes it is very annoying.
slogic
AI Developer
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Re: Balanced Annihilation V6.81

Post by slogic »

Submarine killers often stick in the shore. Easy to reproduce on Sea_Battle map. Or is it a map glitches?
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TradeMark
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Re: Balanced Annihilation V6.81

Post by TradeMark »

Klopper wrote:Why do Jeffies have self-damage? Put them at point-blank range next to a mex and watch them kill themselves...
ive always thought its the mex explosion which kills them...

i think im correct, jeffy weapon specs say: NoSelfDamage = 1
BaNa
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Joined: 09 Sep 2007, 21:05

Re: Balanced Annihilation V6.81

Post by BaNa »

no they get damaged with each shot now. It used to be that you had to watch for death explosions but now they often dont even kill the first mex if they are close enough.
jellyman
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Re: Balanced Annihilation V6.81

Post by jellyman »

bashar wrote:
jellyman wrote: (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 for?

Perhaps comet 1 vs 1??

There is only 1 viable strategy in comet 1 vs 1 - tank rush. And maybe dabble in a bit of t1 bomber spam on the side. 90% of BA units are useless in this context. Ever seen in sumo in 1 vs 1 comet? Or a nuke?

But in DSD a far wider variety of strategies and units become viable that would be hopeless in comet 1 vs 1. Such as Kbot rush. Even porc/ecotech (as much as I hate it). Nukes. Snipers.

BA seems already to be balanced with DSD 5vs5 in mind.
jellyman
Posts: 265
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Re: Balanced Annihilation V6.81

Post by jellyman »

ginekolog wrote:
Pxtl wrote: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
AreaOfEffect = 32

Damages:
default = 10
I do remember before ak self damage that I occasionally saw players spawning large hordes of aks and running through defenses with them. i.e. 2 factories each guarded with 4 nanos and ak on repeat. I remember getting pwned badly by this.

Since this change I've never seen this done.
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Jazcash
Posts: 5306
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Re: Balanced Annihilation V6.81

Post by Jazcash »

Jeffies only self damage when they are right up against a unit shooting it. Keep em at a distance and they don't emo.

Could you fix LLTs not being able to shoot over Arm solors? It's annoying and is a reason why making LLTs in base with Arm is awkward. Also the reason I play Core more often then Arm.

Another thing, could you fix the fact that sometimes when you set a queue for cons being built, they sometimes forget their queue when they are finished being built and you have to requeue all over again. This has been around for as far as I can remember and is still not fixed.
BaNa
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Re: Balanced Annihilation V6.81

Post by BaNa »

jellyman wrote: Or a nuke?
I once saw... several nukes.
imbaczek
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Re: Balanced Annihilation V6.81

Post by imbaczek »

jellyman wrote:Perhaps comet 1 vs 1??
iirc it was balanced with it in mind quite a lot, yes.
[Krogoth86]
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Re: Balanced Annihilation V6.81

Post by [Krogoth86] »

BA in fact is balanced towards 1on1 games and not teamgames as its main purpose is to be used for that - that it works fine for games with lots of players is more of a "nice addon"...
Llamadeus
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Re: Balanced Annihilation V6.81

Post by Llamadeus »

jellyman wrote:Ever seen in sumo in 1 vs 1 comet? Or a nuke?
http://replays.adune.nl/?821
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Gota
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Re: Balanced Annihilation V6.81

Post by Gota »

[Krogoth86] wrote:BA in fact is balanced towards 1on1 games and not teamgames as its main purpose is to be used for that - that it works fine for games with lots of players is more of a "nice addon"...
ha??its not balanced for 1v1 games....that's why you don't see 80% of all units in 1v1s...
[Krogoth86]
Posts: 1176
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Re: Balanced Annihilation V6.81

Post by [Krogoth86] »

Gota wrote:ha??its not balanced for 1v1 games....that's why you don't see 80% of all units in 1v1s...
Well I don't know who from WarC kept telling this and I'm currently not up for looking up the BA topics to give you a quote. It's not the first time though that people come up with "issues" from their teamgame experience and often the answer was that BA's main focus lies on 1on1 games and not teamgames...

EDIT:
Ha - it's even in the Wiki:
BA is designed for competitive 1v1 gameplay
Last edited by [Krogoth86] on 23 Feb 2009, 01:16, edited 1 time in total.
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