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[old] Balanced Annihilation V6.84

Posted: 12 Mar 2009, 01:05
by TheFatController
Changelog wrote:6.83 --> 6.84

- Exploit Fix: AA Kbots (and many other AA units that used 'BOGUS_MISSILE' for targeting) can no longer manually attack ground.
- Added Trademark's wreckage renames (eg. wrecks will now be called 'Vehicle Plant Wreckage' rather than 'Wreckage').
- Cleaned up the feature file of bad object references so spring doesn't crash when you perform certain operations on FeatureDefs from lua.
- Added my Ally Resourcebars Widget (disabled by default).
Changelog wrote: 6.81 --> 6.83

- Missile Delay Gadget now works based on % max weapon reload (in 10% steps).
- Fixed No Owner Mode displaying messages for teams that died naturally.
- Added No metal extraction mod option (to allow you to play greenfields on any map without disabling mex's).
- Added some new reclaim GFX for wrecks.
- Added Google Frog's prevent lab hax gadget (stops unattackable enemy units getting inside your labs).
- Stability tweak to Mex Upgrader gadget to fix a random crash that ruined a game I was in (please report stuff like this with infolog.txt).

- Pointtracker widget modified to only show the arrows on the screen edge and minimap markers (if you like the old functionality download the original widget).
- Center n' Select widget simplified, now also marks your startpoint for you before gamestart on Random/Fixed modes and removes your startpoint at gamestart.
- Start Point Remover widget removed.

- Added missing mex select sound.
- Added Collidefriendly=0 and Avoidfriendly=0 to Nukes and Antinukes to fix failure to fire sometimes.

- Screamer/Mercury removed from ANTIBOMBER armourclass, HP raised 25%.
- Chainsaw/Eradicator Missile Delay option added.
- Chainsaw/Eradicator Bomb Resistance, AOE, Range, Acceleration and Edgeeffectiveness all slightly improved.
- Arm Eradicator damage and reload time descreased (raised ROF, same DPS).
- Defender/Pulverizer flighttime decreased slightly (1.7->1.5).

- Core Shadow build costs adjusted (buildtime (9942->7220), metal (131->154), energy (5691->4837)).
- Arm Thunder build costs adjusted (buildtime (9517->6825), metal (130->153), energy (4496->4271)).
- Core Shadow HP raised very slightly (600->615).
- Core Bladewing nochasecategory and badtargetcategory set to Commanders (since they can't paralyze them).

- Arm Beaver & Core Muskrat velocity & turnrate decreased, energycost and buildtime increased.

- Zipper overall build costs increased a bit (buildtime (3168->3960), energy (3506->4382), metal (161->177)).
- Pyro weapon velocity increased (175->265).

- Arm and Core Shield transparency increased.
NOIZE is lacking free time over the coming weeks so has given me permission to release this, this version was completed around a month ago (aside from a few polishing touches) so don't feel that the recent feedback in the last thread (re: Kbots etc.) has been ignored yet.

DOWNLOAD

Have fun

Re: Balanced Annihilation V6.83

Posted: 12 Mar 2009, 01:08
by YokoZar
Last thread feedback summary: Thuds, hammers, and underwater metal extractors suck.

Thank you for this! Also, whomever is putting out fake BA releases really should stop, it's rude and might lead to the spring developers having to do a whole bunch of annoying work with mod signatures and the like.

Re: Balanced Annihilation V6.83

Posted: 12 Mar 2009, 01:30
by Otherside
btw how are these "balance" figures for costs calculated

random number generator ?

Re: Balanced Annihilation V6.83

Posted: 12 Mar 2009, 03:23
by REVENGE
YokoZar wrote:Last thread feedback summary: Thuds, hammers, and underwater metal extractors suck.

Thank you for this! Also, whomever is putting out fake BA releases really should stop, it's rude and might lead to the spring developers having to do a whole bunch of annoying work with mod signatures and the like.
Who is still putting out fake releases???

Re: Balanced Annihilation V6.83

Posted: 12 Mar 2009, 05:04
by adin_panther
THANKS for the Zipper nerf. Even if it may not be enough i really like seeing them getting cut down a bit, they were waaaaaaaaay op.

Re: Balanced Annihilation V6.83

Posted: 12 Mar 2009, 08:58
by TheFatController
Otherside wrote:btw how are these "balance" figures for costs calculated

random number generator ?
It's all mainly percentage increases on the existing numbers, moving everything to 4500 etc seems too arbitrary :P

Re: Balanced Annihilation V6.83

Posted: 12 Mar 2009, 12:10
by pintle
No ak chain explode fix?
Or thuds/hammers?
Or kbot con vs veh con?
Or ridiculous kbot e costs?


Oh I forget, Sleksa totally logically refuted those points...

Nerf on amphib cons is a start I suppose :)

Re: Balanced Annihilation V6.83

Posted: 12 Mar 2009, 14:09
by Pxtl
Nice to see the chainsaw/erad and L1 bombers get some loving - those are two units I never, ever, ever see good players use. Still sad to see no loving for the L1 kbots that aren't rockos - not even chain-exploding removed from the raider/scouts, which imho is the biggest flaw.

Re: Balanced Annihilation V6.83

Posted: 12 Mar 2009, 14:14
by ginekolog
seems nice release, glad to see T1 bombers improved.

Thefat said kbots will be looked at next release and i beleive he can be trusted.

Re: Balanced Annihilation V6.83

Posted: 12 Mar 2009, 14:21
by Pxtl
I fale at reeding.

Re: Balanced Annihilation V6.83

Posted: 12 Mar 2009, 15:07
by pintle
Pxtl wrote:I fale at reeding.

seems i do too ^^

Re: Balanced Annihilation V6.83

Posted: 12 Mar 2009, 15:24
by Beherith
Good changes. I like.
The zipper nerf was very much needed, but I would love it if they chained :)

Re: Balanced Annihilation V6.83

Posted: 12 Mar 2009, 17:46
by Klopper
- Core Bladewing nochasecategory and badtargetcategory set to Commanders (since they can't paralyze them).
Plz revert this...Bladewings CAN paralyze coms, you just need tons of them (like 60 or so iirc)...it is a very risky and crazy, but fun strategy :(
- Arm Eradicator damage and reload time descreased (raised ROF, same DPS).
Why only the Arm version? :|

Generally good stuff, gj 8)

Re: Balanced Annihilation V6.83

Posted: 12 Mar 2009, 18:01
by TheFatController
nochasecategory and badtargetcategory does not stop them from attacking the unit, it just means that if they're on patrol they wont automatically attack a commander if there are better targets.

If you select your bladewings and tell them to attack a commander this will still work (which you would be doing had you made 60 of them with the intention of doing this)

Re: Balanced Annihilation V6.83

Posted: 12 Mar 2009, 18:53
by Jazcash
Hurrah for Zipper nerf and Thunder buff!

Re: Balanced Annihilation V6.83

Posted: 12 Mar 2009, 19:11
by Klopper
TheFatController wrote:nochasecategory and badtargetcategory does not stop them from attacking the unit, it just means that if they're on patrol they wont automatically attack a commander if there are better targets.

If you select your bladewings and tell them to attack a commander this will still work (which you would be doing had you made 60 of them with the intention of doing this)
Ah, nice stuff then...i thought the badtargetcategory thing would forbid attacking coms with bladewings :wink:

Re: Balanced Annihilation V6.83

Posted: 12 Mar 2009, 21:13
by el_matarife
TheFatController wrote:nochasecategory and badtargetcategory does not stop them from attacking the unit, it just means that if they're on patrol they wont automatically attack a commander if there are better targets.
You should add the same thing to the Arm spider, and it should also list the other EMP immune T3 units.

Re: Balanced Annihilation V6.83

Posted: 13 Mar 2009, 03:16
by BeefofAges
You're not going to do this because it seems too drastic, but this seems to me to be the only way to make kbots competitive with vehicles while still keeping the kbot "feel" - slower units with quirky abilities:

Reduce t1 and t2 kbot unit costs by 25% across the board.

My experience after hundreds of hours of gameplay is that if you have two skilled opponents playing head to head and one is kbots and the other is vehicles, the vehicles player will win easily every time. Vehicles just slaughter kbots on 99% of maps. On the other 1% of maps, vehicles don't work at all, making kbot vs vehicle balance meaningless.

If you try to balance kbots vs vehicles by improving kbot speed or firepower, the distinction between kbots and vehicles will disappear. This is why I recommend making kbots drastically cheaper - they'll still retain their playstyle, but they'll be more competitive.

Re: Balanced Annihilation V6.83

Posted: 13 Mar 2009, 03:48
by Spiking
+1 really but i'd say 15-20%, and avoid the few kbots that are currently good, sniper zipper zeus morty

Re: Balanced Annihilation V6.83

Posted: 13 Mar 2009, 04:53
by Pxtl
Not that I think that an across-the-board cut to Kbot cost is ever going to happen, but afaik BA doesn't hard-code unit mass, so cutting kbot costs would actually make them more vulnerable to chain-collisions, riot-weaponry, and similar concussion effects.