Balanced Annihilation V6.95

Balanced Annihilation V6.95

Classic game design, maintained to please you...

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TheFatController
Balanced Annihilation Developer
Posts: 1177
Joined: 10 Dec 2006, 18:46

Balanced Annihilation V6.95

Post by TheFatController »

Changelog 6.94 --> 6.95 wrote:- Fixed a bug in BA Allied Cursors where specs would broadcast a cursor.
- Fixed autoquit widget.
- Fixed shield watch gadget again for new spring.
- Updated Select n Center widget as it seems to be marking the wrong start point on fixed/random games.

- Resized Radar icons to 128x128 to fix an issue with some Nvidia cards.

- Arm Spider sightdistance raised (273->360).
- Core Pyro Acceleration (0.25->0.45) and Speed (2.5->2.75) increased, torso turnrate increased (200->275).
- Core Skuttle move velocity increased (1.15->1.35)
- Arm Pelican AA missile can no longer be force fired at ground.

- Arm Panther lighting weapon no longer targets air.
- Arm Panther AA missile can no longer be force fired at ground.

- Core Double LLT buildtime reduced (6592->5448).
- Arm Beamer buildtime reduced (6493->5324).
- Arm Packo costs all reduced by 20% (energy,metal,buildtime).
- Core SAM costs all reduced by 20% (energy,metal,buildtime).

- Core Bladewing EMP damage vs Commanders cut by 33%.

- Arm & Core Submarines given badtargetcategory HOVER (only attack hovercraft if no better targets).
- Arm & Core Construction Seaplanes can now build naval mines rather than land mines.
- Arm & Core Seaplane platform buildlists reorganised (same as land airplants).
- Arm & Core Ressurection Subs workertime increased (200->450), can no longer assist building.

- Arm Vanguard damage increased (750->900), heightboostfactor added (1.15), sightdistance increased (525->625), accuracy increased.
- Arm Maurauder cannon reload time reduced (0.8->0.7), acceleration increased (0.072->0.22)
- Arm Maurauder gains the panther/pelican light AA missile.
- Arm Maurauder walk script improved, turret turnrate improved a bit (110->140).
- Arm Razorback move velocity increased (2.1->2.3), turnrate increased 25%.
- Arm Razorback dps vs air reduced ~25%.
- Arm Bantha move velocity increased (1.32->1.65), blaster velocity decreased (600->400) (mainly so its more visible).
- Arm Bantha self destruct damage reduced (9500->5500) blast range reduced (1280->960).
- Core Karganeth move velocity increased (1.38->1.5).
Download Balanced Annihilation V6.95

Have fun!
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hunterw
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Joined: 14 May 2006, 12:22

Re: Balanced Annihilation V6.95

Post by hunterw »

oh man changey as fuck

where da new loadscreens at 8)
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TheFatController
Balanced Annihilation Developer
Posts: 1177
Joined: 10 Dec 2006, 18:46

Re: Balanced Annihilation V6.95

Post by TheFatController »

hunterw wrote:where da new loadscreens at 8)
Need the old overlay or a new logo first :)
el_matarife
Posts: 933
Joined: 27 Feb 2006, 02:04

Re: Balanced Annihilation V6.95

Post by el_matarife »

New chicken mod version incoming?
Saktoth
Zero-K Developer
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Joined: 28 Nov 2006, 13:22

Re: Balanced Annihilation V6.95

Post by Saktoth »

Badtargetcategory for subs > hovers? Not onlytargetcategory sub/amph?

I think BA still has the messed up OTA target categories though (there is no category which only submergable things belong to), do fbi/tdf files support multiple onlytargets?

The Bantha shares an explosion with some other things, but i suppose you probably forked it.
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TheFatController
Balanced Annihilation Developer
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Re: Balanced Annihilation V6.95

Post by TheFatController »

Bantha explosion got forked (I didn't nerf the Arm Nuke thanks :p).
el_matarife wrote:New chicken mod version incoming?
Yep, later today I hope.
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1v0ry_k1ng
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Joined: 10 Mar 2006, 10:24

Re: Balanced Annihilation V6.95

Post by 1v0ry_k1ng »

the hllt really should not take longer to build than the (superior) beamer
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TheFatController
Balanced Annihilation Developer
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Joined: 10 Dec 2006, 18:46

Re: Balanced Annihilation V6.95

Post by TheFatController »

Known Issue: You cannot resurrect a corpse you've partially reclaimed.
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MR.D
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Joined: 06 Aug 2005, 13:15

Re: Balanced Annihilation V6.95

Post by MR.D »

One thing that could really use a change is the EMP resistance of Antinukes.

Considering the massive range of the EMP cruise missle, Cheap EMP and then followup nuking has gotten a bit retarded.

It would be nice if AntiNuke Silos were a bit more EMP resistant, at least enough to remain operational after at least 1 hit.

At least that gives you time to attempt a counterattack before your entire base gets nuked.

Yes I know mobile anti does a fair job of minimizing the risk of EMP strike on your only defense against nuke hits, but they occupy so much time in your T2 factory to be built that its usually not an option when you're trying to keep a ground war going.
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MR.D
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Re: Balanced Annihilation V6.95

Post by MR.D »

T1 Solars, and Adv solars could use better slope tolerance as well, for such a basic unit, there are alot of maps that make it very difficult to place solars even on relatively flat terrain.
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REVENGE
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Joined: 24 Aug 2006, 06:13

Re: Balanced Annihilation V6.95

Post by REVENGE »

Yes buff the Vanguard.

You're crazy.
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Neddie
Community Lead
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Joined: 10 Apr 2006, 05:05

Re: Balanced Annihilation V6.95

Post by Neddie »

Like a Fox.
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Jazcash
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Joined: 08 Dec 2007, 17:39

Re: Balanced Annihilation V6.95

Post by Jazcash »

neddiedrow wrote:Like a Fox.
Boss*
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Evil4Zerggin
Posts: 557
Joined: 16 May 2007, 06:34

Re: Balanced Annihilation V6.95

Post by Evil4Zerggin »

Saktoth wrote:do fbi/tdf files support multiple onlytargets?
Yes.
YokoZar
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Joined: 15 Jul 2007, 22:02

Re: Balanced Annihilation V6.95

Post by YokoZar »

Arm & Core Submarines given badtargetcategory HOVER (only attack hovercraft if no better targets)
Just to check, did you include Gimps and Jellyfish in this change?
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MR.D
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Joined: 06 Aug 2005, 13:15

Re: Balanced Annihilation V6.95

Post by MR.D »

Something else that would be just awesome for at least 1 release, would be to remove Commander Corpse metal.

Just for 1 release, and watch how much better the pub games get.
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JohannesH
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Re: Balanced Annihilation V6.95

Post by JohannesH »

MR.D wrote:Something else that would be just awesome for at least 1 release, would be to remove Commander Corpse metal.

Just for 1 release, and watch how much better the pub games get.
It'd just make people commdrop more, cause there'd be no risk of losing the corpse.
HectorMeyer
Posts: 181
Joined: 13 Jan 2009, 11:20

Re: Balanced Annihilation V6.95

Post by HectorMeyer »

MR.D wrote:remove Commander Corpse metal.
I recently suggested this, but got no feedback.
babbles
Posts: 564
Joined: 22 Jul 2008, 02:30

Re: Balanced Annihilation V6.95

Post by babbles »

JohannesH wrote:
MR.D wrote:Something else that would be just awesome for at least 1 release, would be to remove Commander Corpse metal.

Just for 1 release, and watch how much better the pub games get.
It'd just make people commdrop more, cause there'd be no risk of losing the corpse.
There'd be the risk of loosing your commander...and xta has no comm wrecks yet comm drops don't happen often
BaNa
Posts: 1562
Joined: 09 Sep 2007, 21:05

Re: Balanced Annihilation V6.95

Post by BaNa »

add it as a crazy modoption, not a balance change.
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