Balanced Annihilation v4.7 !! - Page 2

Balanced Annihilation v4.7 !!

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TradeMark
Posts: 4867
Joined: 17 Feb 2006, 15:58

Post by TradeMark »

I suggest you make some group for making Absolute Annihilation.

So we dont need to wait for updates when some of the members of AA makers are busy...

It always sucks if there is only one developer for one thing...

Edit: That "balanced annihilation" name sucks, change it to "absolute annihilation 2.23 balanced" or etc...
Last edited by TradeMark on 24 Nov 2006, 18:56, edited 1 time in total.
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Day
Posts: 797
Joined: 28 Mar 2006, 17:16

Post by Day »

dont worry i have way to much time at hands, and if i wont be able to update regulary i might consider doing that, but in these early stages its best if one person does it (although i am getting help from WarC and others ^^)
SpikedHelmet
MC: Legacy & Spring 1944 Developer
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Joined: 21 Sep 2004, 08:25

Post by SpikedHelmet »

So how many bland, uncreative OTA rebalance mods does this make?
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jackalope
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Joined: 18 Jun 2006, 22:43

Post by jackalope »

oh. sorry for offending you by playing what we want. We'll make amends and go play EE and nanoblobz right now kthx.
Lippy
Posts: 327
Joined: 16 Jul 2006, 00:24

Post by Lippy »

SpikedHelmet wrote:So how many bland, uncreative OTA rebalance mods does this make?
erm... how are you supposed to be creative in balancing?????
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LordMatt
Posts: 3393
Joined: 15 May 2005, 04:26

Post by LordMatt »

I really dislike the construction unit change. :( It goes against a major balance principle of OTA that vehicles build faster than kbots. Better to lower costs of conbots so you can spam them more easily.
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Day
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Post by Day »

AA isnt ota , ota wasnt balanced :D it has its reasons
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rattle
Damned Developer
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Post by rattle »

*pulls Spiked on his collar* :P
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Cabbage
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Joined: 12 Mar 2006, 22:34

Post by Cabbage »

Firstly you need to change the name back to Cabbage Is Sexy, ignore noize and his moaning! ^^

Con veh should have more buildpower than kbots.

Dominators shoudn't outrange Pitbulls/vipers, they are too cheap for that.

Morties are already cheap and spamable, most people never use them and assume they are crap, which is wrong.

Not keen on solars costing no E, but you know that already^^

Not keen on winds being more expensive (costing E again though is fine).

If you're gonna improve the pyro, you can't leave the zipper behind, as it is, zippers have fallen from grace in recent versions :<

Tremor definately dosent need increased damage..

Not sure about reducing merl health too drasticly, but im not sure how much you've changed it by, since ive only played Cabbage Is Sexy! ^^
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Cabbage
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Post by Cabbage »

Oops, forgot to say:

What happened to the AA kbots/flaker nerf? :/

and did you reduce the stumpy raider shot velocity a bit from the other version?

and erm... most of the other stuff i agree with :p
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Day
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Post by Day »

Morties werent really THAT good yet, i just gave them that little edge into usefullness

The reason solars cost no E and winds cost 163 E is because Wind was TO cheap and solars were way to expensive, cheap solars speed up gameplay alot.

If convehs have more buildpower what more do they need! conkbots were kind of utter crap, this should help their expansion and building abilities.

Due to a bug, AAkbots currently arent in the game, il fix that though,

Dominators serve no purpose if they cant outrange the simplest t2 defenses, this just gave them that boost into helping cores t2 kbots into attacking well defended positions.

pyro was boosted because it just lacked the means of getting close, zippers however do not have that much difficulties getting close or dealing damage.

Merls are long range artilery and they dont need 3k health O_O its stupid,
if people actually got close to merls to deal damage they just wouldnt die.

And the name well, i think you can figure that out.

oh and tremor wasnt really usefull compared to merls/diplomats, well only in a few situations, to few so i gave it a little more punch for the costs and slowness. (like 2% i think)

about that flak, i gave brawlers the extra health to resist better against heavily AAed positions.
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Cabbage
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Post by Cabbage »

your reply makes me :cry:
tombom
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Joined: 18 Dec 2005, 20:21

Post by tombom »

Daywalker how many games have you played recently that haven't been Comet Catcher with flash/weasel/gator/panther spam?
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Day
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Joined: 28 Mar 2006, 17:16

Post by Day »

How should I know i dont keep count of games, i DO like cometcatcher but it isnt like i base "my" balance on it. i play lots of different maps, but on 90% of them in 2.23 the only thing that works is scout/gator/flash/pantherspam.
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Machiosabre
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Joined: 25 Dec 2005, 22:56

Post by Machiosabre »

You could just as easily say radar kbots don't have any use if they can't kill commanders in one shot, and it would make them very useful indeed!
But it wouldn't make for a very "Balanced Annihilation".

Merls did get some nerfs when they got the big armor buff btw, I think it was acceleration speed and turn rate or something, probably worth checking out before just taking the armor away.
Last edited by Machiosabre on 24 Nov 2006, 21:57, edited 1 time in total.
hawkki
Posts: 222
Joined: 01 Jan 2006, 19:47

Post by hawkki »

Cabbage wrote:Firstly you need to change the name back to Cabbage Is Sexy, ignore noize and his moaning! ^^

Con veh should have more buildpower than kbots.

Dominators shoudn't outrange Pitbulls/vipers, they are too cheap for that.

Morties are already cheap and spamable, most people never use them and assume they are crap, which is wrong.

Not keen on solars costing no E, but you know that already^^

Not keen on winds being more expensive (costing E again though is fine).

If you're gonna improve the pyro, you can't leave the zipper behind, as it is, zippers have fallen from grace in recent versions :<

Tremor definately dosent need increased damage..

Not sure about reducing merl health too drasticly, but im not sure how much you've changed it by, since ive only played Cabbage Is Sexy! ^^
You could not sum upp whats wrong with this mod better than this! Apart from those issues, this is way better than the latest AA
hawkki
Posts: 222
Joined: 01 Jan 2006, 19:47

Post by hawkki »

Second note: have you seen what you have done? First this was supposed to be something that changes only a few obvious flaws in AA, now the changelog is bigger than sometimes between two AA versions. You have made it more the way YOU want it to be, not considering that this was not what the community wanted when they couraged you to fix' up the few flaws in AA
2k4
Posts: 41
Joined: 06 Jun 2006, 12:08

Post by 2k4 »

Im greatly annoyed by this new mod. One reason is the way you bring the changes, you dont say what values were and how you changed em. Also, why nerf vehicles and at the same time increase kbots???????? And finally, It might not have occured to you but the most overpowered unit this mod is "Arm sniper", but since you dont like tanks you just keep it.

Wolverine/Shellshocker range increased <- stupid, they already outrange an LLT

Construction vehicle workertime decreased <- stupid, for no particular reason

Peewee/AK speed increased AK range increased reloadtime increased <- why ???????

Construction kbot workertime increased it now builds faster then the construction vehicle <- totally retarded

Flea now has a blowtorch! (actually its a bug i cant fix, im a noob modder!) <- nub, if you are a noob modder, then dont mod

Tier one Kbot lab metal costs reduced <- why?

Solar now only costs metal & Wind energy cost increased slightly <- why?

Can damage increased slightly (3%) <- does this make any sense?

Maverick health reduced (you can get the fuckers by doing lots of damage at once so the regeneration doesnt have a chance) <- a maverick is 650 metal, I hope you see that they arent THAT good, its just the way you use a units good points. As battling forces they are kinda crap, a pack of gollies vs a pack of mavericks is instant kill for the mavs already.

Luger/Pillager now fire at low trajectory with increased damage <- whats your point, its like a small bulldog/reaper now or what?

Brawler/rapiers now have 1k health <- why?

Banshee damage increased (20%) E costs reduced <- oh yeah, they are SOOO strong :/
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Day
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Joined: 28 Mar 2006, 17:16

Post by Day »

even the name?
2k4
Posts: 41
Joined: 06 Jun 2006, 12:08

Post by 2k4 »

Ah I forgot my most important point:

If you make a mod like this, which is actually a split-off from AA2.23, the entire game of spring becomes a forest of mods. AA is one of the strongest mods, you totally unbalanced it imo.

Bots lead to mechs, thats an important fact you forget, vehicles SHOULD be stronger than bots, coz otherwise there is no reason at all to go vehicles.
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