Balanced Annihilation V6.6

Balanced Annihilation V6.6

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

Balanced Annihilation V6.6

Post by NOiZE »

:shock: A new Release of BA!!!! :shock:

Code: Select all

- Raised LosMipLevel and AirLosMipLevel for a great reduction in lag

- Fixed Krogoth vlaunch misfiring
- Fixed Liche autofiring
- Fixed Recluse range
- Fixed some gfx corruption in bomber explosions
- Fixed the 'no more mexs to upgrade' notification on the mex upgrader gadget being sent to every player

- Added moho exploiter fix widget
- Added proximitypriority tags to some high trajectory cannons so they prefer further away units
- Added collidefriendly=0 to some aircraft weapons to stop them hitting eachother when tightly packed
- Added some custom textures to arm and core missile trails
- Added some weapon gfx effect improvements (Zeus, Bantha)
- Upgraded defense range widget
- Fixed take reminder widget (sends the proper /take command now)
- Added the 'no duplicate orders' widget

- Removed an unused 'FORT' category from the SAM
- Removed seismic sig from stumpies
- Reduced the volume of metalmakers on/off sounds

- Beamer turret rotation speed increased, targetmoveerror reduced slightly
- Double LLT tweaked so each laser can find different targets
- Double LLT now slightly more energy efficient than two llts (-60 vs -80 drain on constant fire)
- Dragons claw, Dragons maw no longer attempt to attack aircraft
- Added 'DragonsDisguise' gadget, this can stop units from noticing dragons claws/dragons maws until they've popped up

- Blade speed increased (~5 to 8), renamed from 'Heavy' to 'Rapid Assault'

- Zeus buildtime lowered by ~15%
- Fido speed increased by 15%

- Raised burst DPS on SAM, packo slightly
- Chainsaw & Eradicator now deal good burst damage at range rather than low damage over time.
- Screamer/Mercury now have a fire delay button, you can specify per turret how many seconds to wait before firing once an enemy is spotted (0-5)

- Reduced the chain explode factor on the lighter tech 3 mech deaths
- Kargs and Razorbacks can now target features (ie, can eventually shoot through corpses & dragons teeth)
- Razorbacks acceleration and turret speed increased slightly
- Raised the Arm Vanguard HP (18000)
- Juggernaut main cannons now no longer avoid features (it wouldn't attempt to fire through corpses before)
- Lowered Juggernaut HP (300k)
- Bantha hand cannon dps increased
- Increased buildtime on Bantha, Juggernaut, Krogoth
- Increased workertime on gantries slightly
- Reduced the energypershot on Vulcan & Buzzsaw (constant fire: vulcan -18k, Buzzsaw -21k)
- Bantha is now amphibious

With many thanks to TheFatController to making this release possible!


Added to modinfo by TradeMark: MODINFO

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MR.D
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Joined: 06 Aug 2005, 13:15

Re: Balanced Annihilation V6.6

Post by MR.D »

Looks like a nice set of changes.

Has anyone fixed the game "clock" widget ?
[Krogoth86]
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Joined: 23 Aug 2007, 19:46

Re: Balanced Annihilation V6.6

Post by [Krogoth86] »

Finally looks like some "All-Time-Flaws" are getting fixed like the AA damage of Eradicators and so on. It's also good to see you agreed on bombers needing the nocollide tag... :-)

I'm sceptical about you making the Bantha amphibious though. Might bork things imo if you don't make the Krog amphibious too (sorry if you already did)...

I like things like the delay for Screamers - I might include that in MA too as it always was annoying that they fire on a target that most certainly will get killed anyway... :wink:
BeefofAges
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Joined: 21 Sep 2008, 20:07

Re: Balanced Annihilation V6.6

Post by BeefofAges »

Yeah I think the Krog already was amphibious.
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Evil4Zerggin
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Joined: 16 May 2007, 06:34

Re: Balanced Annihilation V6.6

Post by Evil4Zerggin »

According to modinfo, Packo/SAM DPS actually decreased slightly?

Also there's still the flightTime bug. From the engine:

Code: Select all

weaponDef->flighttime == 0? (int) (range / projectileSpeed + 25): weaponDef->flighttime
became

Code: Select all

weaponDef->flighttime == 0
                ? (int) (range / projectileSpeed + 25 * weaponDef->selfExplode)
                : weaponDef->flighttime
so unless you specify an explicit flightTime, missile weapons run out of fuel before max range.
el_matarife
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Joined: 27 Feb 2006, 02:04

Re: Balanced Annihilation V6.6

Post by el_matarife »

FatController + Noize is an epic combination.

Any reason not to add feature targeting to a few more units? Specifically I am thinking T1 arty, T2 vlaunch units, maybe a few other units with big AOE?
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TheFatController
Balanced Annihilation Developer
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Re: Balanced Annihilation V6.6

Post by TheFatController »

BeefofAges wrote:Yeah I think the Krog already was amphibious.
Yeah Bantha got moved onto the same moveclass as the Krogoth it was to equal stuff up.
Evil4Zerggin wrote:Also there's still the flightTime bug.
If anyone can give any other examples of missiles that work incorrectly they could post them here


As for the SAM/Packo it does appear that's the case :? they should do more burst damage which will be better vs tech 1 bombers but the overall dps has dropped slightly which wasn't apparent when testing, will have to see how it works out and if they need raising.
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Evil4Zerggin
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Re: Balanced Annihilation V6.6

Post by Evil4Zerggin »

TheFatController wrote:If anyone can give any other examples of missiles that work incorrectly they could post them here
This affects all non-burnblow missile weapons (note this is based on weapontype; for example torpedoes still work fine). Missiles with low startVelocity suffer the most.
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Pxtl
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Re: Balanced Annihilation V6.6

Post by Pxtl »

"burst dps" ? Huh?
Dragoon
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Re: Balanced Annihilation V6.6

Post by Dragoon »

nice =)
Non0c3
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Re: Balanced Annihilation V6.6

Post by Non0c3 »

The jugg can't get to the enemy side on the map before being killed by berthas, and when it do it end dguned or there's no more enemy base.

Now it's even more a joke.
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Pxtl
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Re: Balanced Annihilation V6.6

Post by Pxtl »

I don't think the Jugg was originally intended to be an offensive unit that would walk to the enemy base while taking fire the whole time.
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Gota
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Re: Balanced Annihilation V6.6

Post by Gota »

I suggest capping BA's number of players per game to 8.Like it was a while back.
I tihnk in the long run the community of BA players will only benefit from it and will see an increase in good games and good players.
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TheFatController
Balanced Annihilation Developer
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Re: Balanced Annihilation V6.6

Post by TheFatController »

Pxtl wrote:I don't think the Jugg was originally intended to be an offensive unit that would walk to the enemy base while taking fire the whole time.
This.
Gota wrote:I suggest capping BA's number of players per game to 8.Like it was a while back.
I tihnk in the long run the community of BA players will only benefit from it and will see an increase in good games and good players.
This is an issue with hosts (especially autohosts) imo not the mod. I don't think every autohost should allow 16 player games tbh but they are fun as a rarity (especially with the new lag reduction).
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Gota
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Re: Balanced Annihilation V6.6

Post by Gota »

TBH,I think 8v8 games are no good.
Not as single games and not as part of a whole which comprises the BA players community.
Such big games discourage playing well,tend to have many players either not getting into the game or crashing/leaving in the middle.
I think a 8 player cap is a good compromise between "epicness" and good gameplay.
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Pxtl
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Re: Balanced Annihilation V6.6

Post by Pxtl »

Can someone explain wtf they mean by "burst dps"? There are diffferent flavours of DPS? huh?
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Evil4Zerggin
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Re: Balanced Annihilation V6.6

Post by Evil4Zerggin »

Gota wrote:TBH,I think 8v8 games are no good.
Not as single games and not as part of a whole which comprises the BA players community.
Such big games discourage playing well,tend to have many players either not getting into the game or crashing/leaving in the middle.
I think a 8 player cap is a good compromise between "epicness" and good gameplay.
Get people to stop playing them then.
BaNa
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Joined: 09 Sep 2007, 21:05

Re: Balanced Annihilation V6.6

Post by BaNa »

Pxtl wrote:Can someone explain wtf they mean by "burst dps"? There are diffferent flavours of DPS? huh?
I think they mean that it does more damage in a quick burst, followed by a longer pause? If so, burst damage would be a better term, but meh.
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ginekolog
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Joined: 27 Feb 2006, 13:49

Re: Balanced Annihilation V6.6

Post by ginekolog »

no buff to raven? still most useless T3 mech :( and soo nice model-...


other changes seem nice though.gj
Dragoon
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Joined: 07 Dec 2008, 19:44

Re: Balanced Annihilation V6.6

Post by Dragoon »

ginekolog wrote:no buff to raven? still most useless T3 mech :( and soo nice model-...
other changes seem nice though.gj
Yeh. the catapult is pretty useless. Since the Vanguard has just been buffed up by 8000hp, the catapult costs about 1000 more metal and has 1/3 of its hp.
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