Balanced Annihilation V6.0

Balanced Annihilation V6.0

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

Balanced Annihilation V6.0

Post by NOiZE »

With the new version of spring comes a new version of BA:
changelog wrote:5.91 --> 6.0
Updated defenserange widget by verybadsoldier
Updated LUPS
Updated HP-bars widget by jK
Fixed Arm HoverConstructer script, Thanks Krogoth86
Decoy Commanders wear Santa Hats too now(when its christmastime)
Increased LOS of Radar Veh/kBots
Increased Zeus HP
Increased Fido Range
Increased Maverick HP
Increased Fatboy HP and DPS
Increased Pyro DPS
Core Battle Sub no longer drains E
Both Battle Subs have increased turnrate now
Decreased Arm Seabomber HP
Shiva no longer targets planes
Removed specialdamages from T1 subs to Torpedo Launchers
Increased Shields repulsionstrength
Added modtags to modinfo.tdf
Buffed Advanced Torpedo Launchers, Less costs, more HP
Increased Battleships HP and Range
Torpedo Seaplanes are in the L2bombers Armorclass now
Removed MetalGenerators
AF fixed unit_direct_control.lua, Thanks!
Fixed Starburst Missiles (e.g. Merl and Nuke) to work with .76b1
Modinfo: http://modinfo.adune.nl/index.php?MOD=ba60
Detailed changelog on Modinfo: http://tinyurl.com/2sfqtp

If you update your spring and already have BA installed, it will automatically update you to BA60 (file called BA_Installer_Version). You can always install BA via the installer again (and even update to newer releases that way), but here is the UF link also:

Image

Have Fun Guys!
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LordMatt
Posts: 3393
Joined: 15 May 2005, 04:26

Re: Balanced Annihilation V6.0

Post by LordMatt »

HAHAHAHA my secret Arm buffs have gone unnoticed. :twisted:
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KlavoHunter
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Joined: 28 May 2006, 21:41

Re: Balanced Annihilation V6.0

Post by KlavoHunter »

Still holding a torch for putting Lightning Guns on the Bantha.
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kiki
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Joined: 05 Nov 2007, 03:06

Re: Balanced Annihilation V6.0

Post by kiki »

Then put fire on krog.
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KlavoHunter
Posts: 141
Joined: 28 May 2006, 21:41

Re: Balanced Annihilation V6.0

Post by KlavoHunter »

lbctech wrote:Then put fire on krog.
The Krog is fine and awesome with the grapeshot o' doom.

The Bantha is just very BLAND when it fires... a nondescript, generic blue bolt.
Increased Zeus HP
<3 <3 <3
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Evil4Zerggin
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Joined: 16 May 2007, 06:34

Re: Balanced Annihilation V6.0

Post by Evil4Zerggin »

All of the changes look really good. Can't wait to try it out.
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Klopper
Posts: 146
Joined: 10 Jan 2007, 14:31

Re: Balanced Annihilation V6.0

Post by Klopper »

changelog wrote:5.91 --> 6.0
Increased Fatboy HP and DPS
Yay \o/
Modinfo says only DPS is buffed though, not HP...but still, finally some love for the poor little box on skies :lol:
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kiki
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Re: Balanced Annihilation V6.0

Post by kiki »

Whats so special about lightening anyway thats diff than a laser? Fire is unique in how it works.
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Peet
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Joined: 27 Feb 2006, 22:04

Re: Balanced Annihilation V6.0

Post by Peet »

lbctech wrote:Whats so special about lightening anyway thats diff than a laser? Fire is unique in how it works.
Hardcoded inaccuracy and has randomized ...zappiness.
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Argh
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Re: Balanced Annihilation V6.0

Post by Argh »

IIRC, Lightning is no longer inaccurate, as of 0.76b1
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Peet
Malcontent
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Re: Balanced Annihilation V6.0

Post by Peet »

Glee! The difference is merely cosmetic then.
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YokoZar
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Joined: 15 Jul 2007, 22:02

Re: Balanced Annihilation V6.0

Post by YokoZar »

Argh wrote:IIRC, Lightning is no longer inaccurate, as of 0.76b1
Is this also a buff to the zeus (and panther) then?
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el_matarife
Posts: 933
Joined: 27 Feb 2006, 02:04

Re: Balanced Annihilation V6.0

Post by el_matarife »

Changelog wrote:- Fixed lightning weapons having a hardcoded inaccuracy, made it obey accuracy and sprayangle tag instead.
It could be a buff, but it depends on if there's hardcoded values for the weapons or not.
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kiki
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Joined: 05 Nov 2007, 03:06

Re: Balanced Annihilation V6.0

Post by kiki »

Then imo fire > lightening. And krog should have fire and dgun, since she is unbeatable anyway.
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el_matarife
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Joined: 27 Feb 2006, 02:04

Re: Balanced Annihilation V6.0

Post by el_matarife »

el_matarife wrote:It could be a buff, but it depends on if there's hardcoded values for the weapons or not.
It is in fact a buff, none of the lightning weapons in BA have either of these tags attached. Lightning guns are now 100% accurate.
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YokoZar
Posts: 883
Joined: 15 Jul 2007, 22:02

Re: Balanced Annihilation V6.0

Post by YokoZar »

Can I ask how technically the Juggernaut (or halberd) was resized in previous versions? I'm trying to make a mutator that makes peewees 9 times bigger to make some screenshots.
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KDR_11k
Game Developer
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Joined: 25 Jun 2006, 08:44

Re: Balanced Annihilation V6.0

Post by KDR_11k »

Peet wrote:Glee! The difference is merely cosmetic then.
Well, lightning cannot spread its damage over multiple frames AFAIK.
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ginekolog
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Joined: 27 Feb 2006, 13:49

Re: Balanced Annihilation V6.0

Post by ginekolog »

el_matarife wrote:
el_matarife wrote:It could be a buff, but it depends on if there's hardcoded values for the weapons or not.
It is in fact a buff, none of the lightning weapons in BA have either of these tags attached. Lightning guns are now 100% accurate.
Ooo Zeus will be roxor now, gotta try it.

Other changes seem very good, just as expected.
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BaNa
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Joined: 09 Sep 2007, 21:05

Re: Balanced Annihilation V6.0

Post by BaNa »

Increased Zeus HP
Increased Fido Range
Increased Maverick HP
Increased Fatboy HP and DPS
Increased Pyro DPS
Both Battle Subs have increased turnrate now
YAYZERS!

Arm T2 kbots have been needing some sweet sweet loving and now they got it. Hooray for subs too!

BA is going more and moar towards really being balanced. I suddenly can't think of any glaring inequality, perhaps t1 kbot suckage, but hey, thats what hills are for.
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Pxtl
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Re: Balanced Annihilation V6.0

Post by Pxtl »

I think the problem was that for the longest time people were so obsessed over the goddamn sharpshooters that nobody paid any mind to the other Arm L2 kbots.
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