[old] Balanced Annihilation V6.81

[old] Balanced Annihilation V6.81

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NOiZE
Balanced Annihilation Developer
Posts: 3984
Joined: 28 Apr 2005, 19:29

[old] Balanced Annihilation V6.81

Post by NOiZE »

Changelog wrote: 6.8 --> 6.81
Fixed missing sounds


6.6 --> 6.8

- No longer dependant on otacontent or tatextures

- New gadget adds 'Land Mode' and 'Repair Mode' to air plants, aircraft inherit these settings.
- LUPS version updated.
- Self damage at pointblank range stopped with lua for the following units:
- Arm Flash
- Arm Peewee
- Arm Zipper
- Core Pyro
- Core Dragons Maw
- Added New Mod Options:
- (default off) Remove units with no player (useful for FFA games, not advised in team games)
- (default off) No sharing to enemies (units and resources)
- (default off) No unit wrecks (experimental gameplay if you fancy a change)

- Added Evil4Zerggin's Point Tracker widget.
- Added zwzsg's Auto First Build Facing widget.
- updated FPS Manager to use bumpmapped water when applicable.
- Updated Healthbars widget.
- Added Display DPS widget (disabled by default).
- Added BuildETA widget (disabled by default).
- Added Improved Metal Maked Widget (disabled by default).

- Fixed a number of visible CobError's for new spring release.
- Changed newboom.wav to mono to reduce volume issues.

- Arm Hammer now unpacks its weapon faster.
- Core Thud & Arm Hammer increased accuracy vs moving targets slightly.
- Arm Janus corpse size increased.
- Core Raider HP increased by 60, buildtime reduced slightly (3446->3312).
- Arm Jethro & Core Crasher now Amphibious, added to Ambhibious complex.
- Beamer energy per shot increased 1->6.

- Packo/SAM reloadtime decreased: 15%.
- Eradicator/Chainsaw reloadtime increased: 60%.
- Added flighttime tags to many AA missiles.
- Screamer/Mercury firedelay script fixed (previously only worked once!).

- Construction ship acceleration increased slightly.
- Transport hovercraft radar blob size fixed, arm script fixed.
- Core Poison Arrow turret turns a bit faster.
- Arm & Core Torpedo seaplanes damage raised 20%.
- Core Leviathan & Arm Serpant aiming vs close-up ships improved a bit.

- Core Gimp script fixed (can fire if built underwater), must now aim turret to shoot torpedo.
- Core Gimp reload time increased, accuracy decreased, buildtime increased 25%.
- Core Termite weapon gfx improved, dps increased by around 15%.
- Core Can HP increased (3850->4350).
- Arm Recluse weapon slightly more accurate.
- Arm Zeus no longer able to shoot Air.
- Arm Archangel & Core Manticore now Amphibious, added to Ambhibious complex.

- Arm Annihilator damage raised 5000->9000, Beamtime raised 0.3->1.5.
- Arm Annihilator hp raised 3000->5500.
- Toaster/Ambusher dps increases: High Traj +15%, Low Traj +45%.
- Pitbull/Viper buildtime increased by 25%.

- Juno now hits some mobile jammers it didn't used to hit.
- Plasma Deflectors buildtime and energy cost reduced by 25%.
- Plasma Deflectors charge cost raised (100->600).
- Plasma Deflectors no longer totally immune to lower ROF non-heavy plasma weapons.

- Core Catapult rockets now reach their max range more often.
- Core Shiva walk script fixed.
- Core Shiva given its own weapons, it had the Dominator missile and was unintentionally buffed with Dominator range increase.
- All special damages VS T3 mechs removed (aside from certain emp immunity).
- Arm & Core Experimental Gantry buildtime raised by 25%.
- VULCBUZZ armourclass removed, all special damages vs VULCBUZZ removed.

Again many many thanks to TheFatController for all his time and effort!
DOWNLOAD


Have fun guys!
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Pxtl
Posts: 6112
Joined: 23 Oct 2004, 01:43

Re: Balanced Annihilation V6.8

Post by Pxtl »

Whahappen to 6.7?
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TheFatController
Balanced Annihilation Developer
Posts: 1177
Joined: 10 Dec 2006, 18:46

Re: Balanced Annihilation V6.8

Post by TheFatController »

Pxtl wrote:Whahappen to 6.7?
6.7 was a fake mod from gota, just wanted to avoid desync issues with all the nubs who were tricked into downloading it..
Doxs
Posts: 56
Joined: 10 Sep 2005, 16:07

Re: Balanced Annihilation V6.8

Post by Doxs »

Interesting, but I cannot help to wonder why we still dont have any T2 fighters for water based players.
The T1 seaplane fighters are simply not good enough as airdefence or for offensive operations against T2 fighters...
Am I the only one that really find that lacking?

Regards
/Doxs
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ginekolog
Posts: 837
Joined: 27 Feb 2006, 13:49

Re: Balanced Annihilation V6.8

Post by ginekolog »

Changes seem very good. Its most of stuff we discused.

Cant wait to test new tactics with amphibs + AA ;)

T3 might actually we worth it even outside FFA games. Luckily smart comm still makes short work of unsupported krog .
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Pxtl
Posts: 6112
Joined: 23 Oct 2004, 01:43

Re: Balanced Annihilation V6.8

Post by Pxtl »

@Doxs

It's kinda complicated, but the short version is: because OTA only had 1 level of seaplanes. AA/BA has spent most of its existence feeling around for the right place to put seaplanes. In OTA they were L2, in AA they were L3, and now they're kinda L1.5ish. The fact is though that BA doesn't really support a balanced war between land players and sea players - one side will have a massive economic advantage (which one depends on the map), the naval player will obliterate anything within striking range of land, and land will blast the shiat out of the whole sea with LRPCs. Hoping for balance between land and navy is a lost cause. Just be happy you've got naval anti-nukes.

Eventually somebody will get softened-up-enough that somebody will overrun somebody else with hovers or Gimps.

edit: YAY for amphib SAM kbots.
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adin_panther
Posts: 164
Joined: 06 Jan 2009, 14:14

Re: Balanced Annihilation V6.8

Post by adin_panther »

- No longer dependant on otacontent or tatextures
EPIC ! ^_^
Regret
Posts: 2086
Joined: 18 Aug 2007, 19:04

Re: Balanced Annihilation V6.8

Post by Regret »

Awesome changes!

btw lol@ offline arm adv radar :D
BaNa
Posts: 1562
Joined: 09 Sep 2007, 21:05

Re: Balanced Annihilation V6.8

Post by BaNa »

Cool pies, thanks a bunch for fixing the hammers and the pw/flash selfpwn issue!
bashar
Posts: 152
Joined: 03 Dec 2006, 23:06

Re: Balanced Annihilation V6.8

Post by bashar »

"can't open wave file" when launching game with BA6.8 :|

Seems it happens on some linux guyz....Any clue?
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MidKnight
Posts: 2650
Joined: 10 Sep 2008, 03:11

Re: Balanced Annihilation V6.8

Post by MidKnight »

bashar wrote:"can't open wave file" when launching game with BA6.8 :|

Seems it happens on some linux guyz....Any clue?
openAL issue.
Noize, plz reformat sounds, you can ask argh for help with this, he suffered a similar issue with the first version of merc force. :P
Auswaschbar
Spring Developer
Posts: 1254
Joined: 24 Jun 2007, 08:34

Re: Balanced Annihilation V6.8

Post by Auswaschbar »

Code: Select all

sounds/button9.wav
No formatting issue, this file is simply not there.
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Beherith
Moderator
Posts: 5041
Joined: 26 Oct 2007, 16:21

Re: Balanced Annihilation V6.8

Post by Beherith »

Yay new BA!
Great changes, many of them long overdue, like the conship fix :)
Love everything except the shiva nerf :P
el_matarife
Posts: 933
Joined: 27 Feb 2006, 02:04

Re: Balanced Annihilation V6.8

Post by el_matarife »

Changelog wrote:6.6 --> 6.8
- Packo/SAM reloadtime decreased: 15%.
- Eradicator/Chainsaw reloadtime increased: 60%.
- Added flighttime tags to many AA missiles.
- Arm & Core Torpedo seaplanes damage raised 20%.

- Core Termite weapon gfx improved, dps increased by around 15%.
- Arm Recluse weapon slightly more accurate.

- Plasma Deflectors no longer totally immune to lower ROF non-heavy plasma weapons.
I'm curious, why was the Eradicator/Chainsaw nerfed but the Packo/SAM buffed? If you increased damage on torpedo seaplanes did you happen to give them back sonar? The Recluse improvement doesn't seem that impressive to me. What does the change to the Plasma Deflector mean, which units now can fire on it?

Other notes / suggestions: Are we ever going to get square metal extractor areas like in that BA hotfix version?
viewtopic.php?f=23&t=17361 seems like a useful widget to include by default.
YHCIR
Posts: 190
Joined: 12 Aug 2006, 23:06

Re: Balanced Annihilation V6.8

Post by YHCIR »

el_matarife wrote:
Changelog wrote:6.6 --> 6.8
- Packo/SAM reloadtime decreased: 15%.
- Eradicator/Chainsaw reloadtime increased: 60%.
- Added flighttime tags to many AA missiles.
- Arm & Core Torpedo seaplanes damage raised 20%.

- Core Termite weapon gfx improved, dps increased by around 15%.
- Arm Recluse weapon slightly more accurate.

- Plasma Deflectors no longer totally immune to lower ROF non-heavy plasma weapons.
I'm curious, why was the Eradicator/Chainsaw nerfed but the Packo/SAM buffed? If you increased damage on torpedo seaplanes did you happen to give them back sonar? The Recluse improvement doesn't seem that impressive to me.
.
I agree, termite is (IMO) far superior to recluse, recluse needed damage buff.

Most stuff looks great though.
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TheFatController
Balanced Annihilation Developer
Posts: 1177
Joined: 10 Dec 2006, 18:46

Re: Balanced Annihilation V6.8

Post by TheFatController »

Auswaschbar wrote:

Code: Select all

sounds/button9.wav
No formatting issue, this file is simply not there.
I can't see any reference to button9 in any BA or otacontent file, it seems this file is being required by Spring itsself, a fix is on its way though...
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TheFatController
Balanced Annihilation Developer
Posts: 1177
Joined: 10 Dec 2006, 18:46

Re: Balanced Annihilation V6.8

Post by TheFatController »

I'm curious, why was the Eradicator/Chainsaw nerfed but the Packo/SAM buffed?
Packo/SAM dps was actually reduced last version kind of by accident, this was to correct this. The Erad/Chainsaw was OP but it still has the same initial burst damage now just less constant DPS.
If you increased damage on torpedo seaplanes did you happen to give them back sonar?
Nope
The Recluse improvement doesn't seem that impressive to me.
It also gained sightdistance=440; vs the old sightdistance=338;
What does the change to the Plasma Deflector mean, which units now can fire on it?
It works very much like it used to work however the quirky shield behaviour has been ironed out a bit with lua, ie pounding it with toasters will not have 0 effect.
Other notes / suggestions: Are we ever going to get square metal extractor areas like in that BA hotfix version?
Maybe as a mod option.
viewtopic.php?f=23&t=17361 seems like a useful widget to include by default.
It was still in development when BA6.8 was being made, I didn't want to include a half finished or buggy version, when its held a version number for a few weeks it can go in :)
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TheFatController
Balanced Annihilation Developer
Posts: 1177
Joined: 10 Dec 2006, 18:46

Re: Balanced Annihilation V6.8

Post by TheFatController »

YHCIR wrote:I agree, termite is (IMO) far superior to recluse, recluse needed damage buff.
Termite is superior cause it costs 805 metal/12000 energy and recluse costs 375/4000.

Recluse has 550 range
Termite has 340 range

In a dps battle termite will probably kill 2 recluses but for raiding economy they seem about equal to me
Last edited by TheFatController on 23 Jan 2009, 23:49, edited 1 time in total.
el_matarife
Posts: 933
Joined: 27 Feb 2006, 02:04

Re: Balanced Annihilation V6.8

Post by el_matarife »

TheFatController wrote:
Other notes / suggestions: Are we ever going to get square metal extractor areas like in that BA hotfix version?
Maybe as a mod option.
That's fine, I just want it for maybe 10 maps. Small Divide, Castles, Desert Forts, Brazilian Battlefield, anything else with big metal areas instead of spots.
TheFatController wrote:
The Recluse improvement doesn't seem that impressive to me.
It also gained sightdistance=440; vs the old sightdistance=338;
That should make the Recluse a LOT better.

I assume you guys have bugged Trademark to put it on Modinfo? I'm really looking forward to seeing the stat comparison.
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MR.D
Posts: 1527
Joined: 06 Aug 2005, 13:15

Re: Balanced Annihilation V6.8

Post by MR.D »

Thats a pretty solid and sensible release with long overdue fixes(especially the CAN buff), thanks for keeping it going Noize.
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