Balanced Annihilation v4.7 !!
Moderator: Moderators
First, if you're going to make a stab at slamming Randy, at least have a leg to stand on, Nubyagi. Second, don't parrot the section of the wiki I am organizing a team to revise as if it is perfect - it is not, and even moreso it is incomplete.
Day, I understand that Solars cost more metal than they did, but it does not seem like a fair tradeoff on the whole. Gameplay on maps without wind is faster, no doubt, and in that case I love it. However, the changes on maps with wind, where solars are used for reliable power, is much more easily noticed... it becomes a factor of how large the map is, and given a large enough map simply renders the easily destroyed wind generator obsolete - which is essentially illogical. I played with a change like this around 2.11, and eventually discarded it.
Siege units are highly specialized mobile units for destroying static defenses - it is only pure laziness or poor planning that leads you into a situation where you can't counter them with mobile units of your own. Hell, I've used Zippers to counter Tremors! Not to mention the methods of defending with air units.
I am of the opinion that some L2 vehicles and a few L1 K-bots (Sumo, Warrior...) should crush DTs - as Day has said, L2 walls for dealing with those!
Day, I understand that Solars cost more metal than they did, but it does not seem like a fair tradeoff on the whole. Gameplay on maps without wind is faster, no doubt, and in that case I love it. However, the changes on maps with wind, where solars are used for reliable power, is much more easily noticed... it becomes a factor of how large the map is, and given a large enough map simply renders the easily destroyed wind generator obsolete - which is essentially illogical. I played with a change like this around 2.11, and eventually discarded it.
Siege units are highly specialized mobile units for destroying static defenses - it is only pure laziness or poor planning that leads you into a situation where you can't counter them with mobile units of your own. Hell, I've used Zippers to counter Tremors! Not to mention the methods of defending with air units.
I am of the opinion that some L2 vehicles and a few L1 K-bots (Sumo, Warrior...) should crush DTs - as Day has said, L2 walls for dealing with those!
- 1v0ry_k1ng
- Posts: 4656
- Joined: 10 Mar 2006, 10:24
+1neddiedrow wrote: Day, I understand that Solars cost more metal than they did, but it does not seem like a fair tradeoff on the whole. Gameplay on maps without wind is faster, no doubt, and in that case I love it. However, the changes on maps with wind, where solars are used for reliable power, is much more easily noticed... it becomes a factor of how large the map is, and given a large enough map simply renders the easily destroyed wind generator obsolete - which is essentially illogical.
I know you said that you would like some time to see how it works, and i respect that, it's just the more i play with BA, the more i dislike it.
As for arty balance, I like what you did. Maybe a slight boost to reload speed for HLT to make it slightly more useful?
What the hell are you talking about, you say other people dont make sense when NONE of your posts are remotely understandable.How is 66% of map defensive lose ot 33% aggressive? The 33% must be stupid not to become agressive at that point. Hows defensive losing to agressive? Isn't that suppose to be the players part?
Your a good player but you sure don't make a lot of sense
Anyway i said my piece on this version i will prolly comment next one too. I don't disagree much as i can adapt accordingly, that is, if the game doesn't get to boring... i pointed the bad choices.
And helly is right, who attacks most and hinders enemy expansion and forces enemy to react to your units instead of you to his will generally win the game. if porcing was as effective as aggressive expansion then much more people would do it.
The simple fact is if you spend the majority of your resources on defence with limited, slow expansion you will get out economised extremely fast and over run by the opponent if they have any idea how to win games. By porcing you effectively give them the other 80% of the map or however much it is without resistance, while he can constantly chip away at your defence until eventually his economy is so big he can over run you completely.
Uh... you should fix your attitude or avoid mod threads in general, MrNubyagi.

Code: Select all
_ _ _ _______________ _ _ _ _ _ _
/ / / /| ||##|/ / / / / / /
/ / / /8 EXILE ||##|/ / / / / / /
/ / / /| ||##|/ / / / / / /
/ / / /| ¬||##|/ / / / / / /
/ / / /8 ||##|/ / / / / / /
/ / / /| ||##|/ / / / / / /
¯ ¯ ¯ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯ ¯ ¯ ¯ ¯ ¯

You read that? You're all emos now...
Comon, it can't be so difficult to be a nice guy every once in a while, seriously.
What ever... I agree with that solars should cost energy as well but you might as well try it out for some time and then reevaluate
One idea would be to change winds instead for compensation but that doesn't make much sense to me.
Comon, it can't be so difficult to be a nice guy every once in a while, seriously.
What ever... I agree with that solars should cost energy as well but you might as well try it out for some time and then reevaluate
One idea would be to change winds instead for compensation but that doesn't make much sense to me.
NubYagi please stop going off topic and flamebaiting thank you.
hmm about the whole solar thing, im thinking increasing their buildtime some and lowering winds buildtime might help. solars are reliable but require more time to build whereas winds would be a risky business because the E incomes can change And they have pretty low health, although winds already have such small BTs. hmmmm someone help me out here ^^
hmm about the whole solar thing, im thinking increasing their buildtime some and lowering winds buildtime might help. solars are reliable but require more time to build whereas winds would be a risky business because the E incomes can change And they have pretty low health, although winds already have such small BTs. hmmmm someone help me out here ^^
- 1v0ry_k1ng
- Posts: 4656
- Joined: 10 Mar 2006, 10:24
1) yeah, because the porcing player WILL dominate the map with his relentless assault of static LLTs!!!!.. except.. wait, HE WONT YOU IDIOT HE WILL HAVE 10% OF THE MAP AND WILL HAVE HIS BALLS STAMPED ON.MrNubyagi wrote:How is 66% of map defensive lose ot 33% aggressive? The 33% must be stupid not to become agressive at that point. Hows defensive losing to agressive? Isn't that suppose to be the players part?Defensive expanding gets owned by agressive expanding. If you don't atack you lose.![]()
Your a good player but you sure don't make a lot of sense![]()
Anyway i said my piece on this version i will prolly comment next one too. I don't disagree much as i can adapt accordingly, that is, if the game doesn't get to boring... i pointed the bad choices.
2) re-read 1)
What stats did you base BA on? Was it 2.21?
Because I was testing a few things out:
Fatboy needs a massive decrease in price (i.e. 2.23 stats) as at the moment it is the most cost inefficient unit in the game.
IMO the goliath needs its 500 health bonus back to bring it's supertank status.
Also the raider/stumpy needs a slight rebalance (As far as i can tell, the only difference is the raider has 95 more life, yet it costs a bit more metal and a lot more e and buildtime)
Same with the two lvl1 arty (the cor version costs 20 more metal, more e, more buildtime, yet only has 30 more life)
It would help if someone set up a modweb
Because I was testing a few things out:
Fatboy needs a massive decrease in price (i.e. 2.23 stats) as at the moment it is the most cost inefficient unit in the game.
IMO the goliath needs its 500 health bonus back to bring it's supertank status.
Also the raider/stumpy needs a slight rebalance (As far as i can tell, the only difference is the raider has 95 more life, yet it costs a bit more metal and a lot more e and buildtime)
Same with the two lvl1 arty (the cor version costs 20 more metal, more e, more buildtime, yet only has 30 more life)
It would help if someone set up a modweb
- EXit_W0und
- Posts: 164
- Joined: 22 Dec 2005, 01:33
This has probably been mentioned before, but i feel that the level 1 fighter is a bit ineffective at killing some level1 air.
I did some tests, only on arm at this point - but afaik core has very similar stats with respect to level 1 air (correct me if i'm wrong).
armfig vs armpeep - 2 shots to kill (surely 1 is enough?)
armfig vs armthund - 3 shots to kill (fine imo)
armfig vs armatlas - 5 shots to kill (atlases seem a bit too strong here, i'd have thought fighters should be the counter to mass air drops but they're not very effective for that)
The level 2 fighters seem to be quite decent since they reload so much more quickly so i wouldn't touch them.
I'll maybe do some tests on core later to see if its a similar situation but right now i'm feeling lazy
I did some tests, only on arm at this point - but afaik core has very similar stats with respect to level 1 air (correct me if i'm wrong).
armfig vs armpeep - 2 shots to kill (surely 1 is enough?)
armfig vs armthund - 3 shots to kill (fine imo)
armfig vs armatlas - 5 shots to kill (atlases seem a bit too strong here, i'd have thought fighters should be the counter to mass air drops but they're not very effective for that)
The level 2 fighters seem to be quite decent since they reload so much more quickly so i wouldn't touch them.
I'll maybe do some tests on core later to see if its a similar situation but right now i'm feeling lazy

-
- MC: Legacy & Spring 1944 Developer
- Posts: 1948
- Joined: 21 Sep 2004, 08:25