Balanced Annihilation v4.7 !!
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If you can't hit specific targets with a bb, you're better off spending the metal on something else that can hit them. I can't think of a real game in the last few months I've played where making a bb was better than doing something else.jellyman wrote: Or maybe peepers aren't meant for killing coms. And maybe LRPC are not meant for killing coms or other specific targets.
Look, I'm just trying to reintroduce aspects of OTA gameplay that were fun, but have since been lost in the move to spring and the constant complaining of noobs, but meh, I guess its hard to convince people who didn't play the original game that much...
Been playing some more test games of BA. I really like it a lot so far. I have a few assorted suggestions, some carry over from AA.
1) Massing adv. missile towers really reduces the usefulness of air. While I wouldn't be opposed to taking them out of the game, I would suggest dropping their range (maybe to around 1600 from 2400). The issue is that even a couple of these can cover the majority of small map, and will blow up air units that are attacking peripheral areas, on patrol, etc. For how much they cost they are just way to good.
2) Give a uniform boost to hovers? In terms of combat ability I really think they should fall in between level 1 and level 2 vehicles. The basic hover tank cannot deal with stumpies/raiders, and I think they should. My suggestion is to increase the range and/or damage as well as movement speed. Keeping the HP low makes sense, although a 10-20% buff would be nice to make them a little better than level 1 units.
I think the issue with hovercraft is that by the time you get around to building them, their usefulness will have already passed.
Another option for hovers may be to make the platform buildable by the commander (and keep the stats more in line with level 1 vehicles). If you decided to go hover first, you could have an advantage depending on the map, but you'll take a hit later because you can't get to tier2 as easy.
3) Can the gimp get a little love? I think it needs more range. Speed and health is good, it just can't seem to kill anything. A few LLT's will take out a whole pack of them.
4) Give the core cruiser (Executioner) a plasma cannon (as in OTA) instead of the green laser. Just a preference :)
1) Massing adv. missile towers really reduces the usefulness of air. While I wouldn't be opposed to taking them out of the game, I would suggest dropping their range (maybe to around 1600 from 2400). The issue is that even a couple of these can cover the majority of small map, and will blow up air units that are attacking peripheral areas, on patrol, etc. For how much they cost they are just way to good.
2) Give a uniform boost to hovers? In terms of combat ability I really think they should fall in between level 1 and level 2 vehicles. The basic hover tank cannot deal with stumpies/raiders, and I think they should. My suggestion is to increase the range and/or damage as well as movement speed. Keeping the HP low makes sense, although a 10-20% buff would be nice to make them a little better than level 1 units.
I think the issue with hovercraft is that by the time you get around to building them, their usefulness will have already passed.
Another option for hovers may be to make the platform buildable by the commander (and keep the stats more in line with level 1 vehicles). If you decided to go hover first, you could have an advantage depending on the map, but you'll take a hit later because you can't get to tier2 as easy.
3) Can the gimp get a little love? I think it needs more range. Speed and health is good, it just can't seem to kill anything. A few LLT's will take out a whole pack of them.
4) Give the core cruiser (Executioner) a plasma cannon (as in OTA) instead of the green laser. Just a preference :)
You don't need to hit specific target... Like Bigsteve said, you can still criple down enemy economy/production and make them cry. It has nice moral effect aswell ^^. IMO they are fine.LordMatt wrote: If you can't hit specific targets with a bb, you're better off spending the metal on something else that can hit them. I can't think of a real game in the last few months I've played where making a bb was better than doing something else.
Look, I'm just trying to reintroduce aspects of OTA gameplay that were fun, but have since been lost in the move to spring and the constant complaining of noobs, but meh, I guess its hard to convince people who didn't play the original game that much...
o.O I see use of air very often, true not as main force but more as support. I use bombers almost every game and usually they are pretty efficent even if enemy has few towers.Peekaboom wrote:Been playing some more test games of BA. I really like it a lot so far. I have a few assorted suggestions, some carry over from AA.
1) Massing adv. missile towers really reduces the usefulness of air. While I wouldn't be opposed to taking them out of the game, I would suggest dropping their range (maybe to around 1600 from 2400). The issue is that even a couple of these can cover the majority of small map, and will blow up air units that are attacking peripheral areas, on patrol, etc. For how much they cost they are just way to good.
All sounds good to mePeekaboom wrote:Been playing some more test games of BA. I really like it a lot so far. I have a few assorted suggestions, some carry over from AA.
1) Massing adv. missile towers really reduces the usefulness of air. While I wouldn't be opposed to taking them out of the game, I would suggest dropping their range (maybe to around 1600 from 2400). The issue is that even a couple of these can cover the majority of small map, and will blow up air units that are attacking peripheral areas, on patrol, etc. For how much they cost they are just way to good.
2) Give a uniform boost to hovers? In terms of combat ability I really think they should fall in between level 1 and level 2 vehicles. The basic hover tank cannot deal with stumpies/raiders, and I think they should. My suggestion is to increase the range and/or damage as well as movement speed. Keeping the HP low makes sense, although a 10-20% buff would be nice to make them a little better than level 1 units.
I think the issue with hovercraft is that by the time you get around to building them, their usefulness will have already passed.
Another option for hovers may be to make the platform buildable by the commander (and keep the stats more in line with level 1 vehicles). If you decided to go hover first, you could have an advantage depending on the map, but you'll take a hit later because you can't get to tier2 as easy.
3) Can the gimp get a little love? I think it needs more range. Speed and health is good, it just can't seem to kill anything. A few LLT's will take out a whole pack of them.
4) Give the core cruiser (Executioner) a plasma cannon (as in OTA) instead of the green laser. Just a preference :)

Malestrom, I already added a Balanced Annihilation page...
http://taspring.clan-sy.com/w/index.php ... ction=edit
As it is a variant, and hopefully Caydr will just roll it back in so we can get the masses off of the unbalanced AA...
http://taspring.clan-sy.com/w/index.php ... ction=edit
As it is a variant, and hopefully Caydr will just roll it back in so we can get the masses off of the unbalanced AA...
The Advanced Missile Tower point is, in my opinion, tampering with something that shouldn't be tampered with. To practice the kind of control implied by it you need to space the towers significantly, stagger them in ranks, invest an absurd amount of resources and buildtime and have backup for the fact that you will be waiting forever for them to reload against some of the fastest units in the game. Commonly they will all waste their first shot on the first plane - reducing their effectiveness by an incredible margin. I have never had an issue with them, as a player who often uses air for support, and I'm by no means the cream of the air user crop.
All of the other points are ones I see no issue with.
May I note that the hover constructor is one of the most efficent constructor units in the game - my roommate made a database to decide what to go and whether he preferred Arm over Core.
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Also, on a disconnected point, we seriously need to get rid of or modify that terrible plasma shot image sometime. Sixty percent of all attacks look like... well, the same yellow-orange ball of uninteresting crap - yes, it is classic, but it is far overused.
All of the other points are ones I see no issue with.
May I note that the hover constructor is one of the most efficent constructor units in the game - my roommate made a database to decide what to go and whether he preferred Arm over Core.
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Also, on a disconnected point, we seriously need to get rid of or modify that terrible plasma shot image sometime. Sixty percent of all attacks look like... well, the same yellow-orange ball of uninteresting crap - yes, it is classic, but it is far overused.
+1, lets get some war evo effects in here!Also, on a disconnected point, we seriously need to get rid of or modify that terrible plasma shot image sometime. Sixty percent of all attacks look like... well, the same yellow-orange ball of uninteresting crap - yes, it is classic, but it is far overused.
And also, long range missile towers arnt at all overpowered, fine as they are.
On hovercraft, did you ever try the core laser one? the sabre or something its called, I can remember that being awesome, I was using 7-8 unit swarms to bash up cans and t2 defence on small supreme battlefield, it seemed a good example of where hovers maybe should be, although thats the only hover Ive actually ever used frequently as it seemed the only useful one.
The rest of them, especially the arm hovers are about as useful as an inflatable dartboard.
This is all from memory btw, I dont have acess to spring so I cant check, so I could be horribly wrong, im pretty sure the core laser hover is as hard as a coffin nail though.
+1 on neddykins replacement boom boom stuff.
If I had the skillz Id create an aa hippy mod where all the tanks had psychedelic camo and fired bright pink flowers. ^^
The rest of them, especially the arm hovers are about as useful as an inflatable dartboard.
This is all from memory btw, I dont have acess to spring so I cant check, so I could be horribly wrong, im pretty sure the core laser hover is as hard as a coffin nail though.
+1 on neddykins replacement boom boom stuff.
If I had the skillz Id create an aa hippy mod where all the tanks had psychedelic camo and fired bright pink flowers. ^^
And on hovers, remember the artillery hover? Caydr removed it because he didn't think a non level 2 unit should outrange HLTs. Now if you've decided that shellshockers should outrange HLTs......
And I think hover tanks play a little like weasels in AA2.23. Not so overpowered of course. But if you build a few they do not much of anything. But if you put a solid effort to building large swarms they can be quite nasty.
Also does anybody use fatboys? Mav and sniper spam seem to be the level 2 kbots of choice.
And I think hover tanks play a little like weasels in AA2.23. Not so overpowered of course. But if you build a few they do not much of anything. But if you put a solid effort to building large swarms they can be quite nasty.
Also does anybody use fatboys? Mav and sniper spam seem to be the level 2 kbots of choice.
It's a really annoying combination because, if you scout ahead, the snipers can knock out anything that could pose a threat to the mavs, usually leaving mostly T1. You can just outrun any T2 while your snipers reload and kill it. Being kbots, they can go over hills, making it harder if you haven't gone kbots yourself. I once saw a game that looked lost completely turned around with about 4 mavs and 3 snipers. 3 snipers can also take out a com. It takes a lot of micromanagement to make it work well, but if you do it's pretty difficult to stop.jellyman wrote: Mav and sniper spam seem to be the level 2 kbots of choice.
the con ships have the highest worker time in the game. The advanced one has 300 and the basic one 250.
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