Balanced Annihilation v4.7 !! - Page 20

Balanced Annihilation v4.7 !!

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Neddie
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Post by Neddie »

Seaplanes, in my mind, should either be Tier One Point Five, Tier Two, or Tier Two Point Five. Right now they don't fit in to the power scale in any easily defined manner. I would support changes to make them definitively any of the three options above.

Why was the reload time of the LRMT further increased, and by how much? I can see a reload time of eighteen, but any higher and the costs might not justify the use in any real situation.

Targeting facilities are an interesting case... well, I won't say anything until we see the effects of such a drastically reduced cost.

What is the point of depth charges if they don't track, particularly at the speed that they are fired now. If they are intended as a short range sub solution, then they should be mastered to ships that can close the distance - and if they are not intended as short range, then they will have difficulty fulfilling their role. However, they needed work, so we will just have to wait and see.
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NOiZE
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Post by NOiZE »

neddiedrow wrote:Seaplanes, in my mind, should either be Tier One Point Five, Tier Two, or Tier Two Point Five. Right now they don't fit in to the power scale in any easily defined manner. I would support changes to make them definitively any of the three options above.
We still need to look @ them.
neddiedrow wrote:Why was the reload time of the LRMT further increased, and by how much? I can see a reload time of eighteen, but any higher and the costs might not justify the use in any real situation.
Well basicly its a revert of a caydr change. And it's also part of making Air more viable, together with the 10 % MT/Packo/SAM damage nerf.
neddiedrow wrote:What is the point of depth charges if they don't track, particularly at the speed that they are fired now. If they are intended as a short range sub solution, then they should be mastered to ships that can close the distance - and if they are not intended as short range, then they will have difficulty fulfilling their role. However, they needed work, so we will just have to wait and see.
Depthcharges and torpedo's still have some guidance, but they are no longer "always hit" weapons. Most of the times they will still hit.
Lippy
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Post by Lippy »

Good work guys! Very nice indeed! (except solars costing no energy; I'll never like that! :p)
Fatboy costs reduced by 30 %
:-) Even though I mostly play core, like to see units balanced...
Hellspawn
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Post by Hellspawn »

neddiedrow wrote: Why was the reload time of the LRMT further increased, and by how much? I can see a reload time of eighteen, but any higher and the costs might not justify the use in any real situation.
After a hard bargain it was set to 18 (or 18.75? o.O not sure). I wanted 20 though :P.
Hellspawn
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Post by Hellspawn »

Lippy wrote:Good work guys! Very nice indeed! (except solars costing no energy; I'll never like that! :p)
You will get used on it :P, I didn't like the idea at begining but it looks nice to me now. Made game more fluid.
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Neddie
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Post by Neddie »

The solar change made the game more fluid for some maps, but not for all. And as for the reload time change, twenty would have been unreasonable, and I would probably have been motivated to release an alternative with those two issues corrected.
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Day
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Post by Day »

which is why we are slightly increasing solar buildtime
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Machiosabre
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Post by Machiosabre »

I think giving solars more build time would sort of defeat the point of making starts faster in the 1st place, just make em cost 10E so he'll shut up about it :P
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Day
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Post by Day »

no it wouldnt... 350 isnt much early but starts to pick on after a while (if you would spam solars that is) and compared to winds.. well theyd have a chance then.. remember though that solars are 141 metal.
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Machiosabre
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Post by Machiosabre »

I'm just saying it seems odd that the e cost was reduced to 0 to make starts faster and smoother, upping buildtime seems like a step back in that sense.

also! nerf flashes along with gators! equal opportunity now!
Last edited by Machiosabre on 09 Dec 2006, 13:42, edited 1 time in total.
Lippy
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Post by Lippy »

Machiosabre wrote:I'm just saying it seems odd that the e cost was reduced to 0 to make starts faster and smoother, upping buildtime seems like a step back in that sense.
hehe good spot! :p
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NOiZE
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Post by NOiZE »

NEW VERSION!!!
changelog wrote:V4.2 --> 4.33
Arm Fusions really makes 1000 E now
Core Fusions really makes 1100 E now
Adv Fusions really make 3000 E now
Tremor got less hp now
Fixed Sniper bug
Took Commanderscripts from XTA and made the movement of the "Arms" faster
Targeting facilities cost 1/4 now, more facilities will enhance your accuracy of radar dots
removed arrival sounds
Added some loadscreens, thanks machio.
Reduced hp of scouts hovercraft
Floating metalmakers cost 1 metal now
Reduced Gator maxspeed
Reduced acceleration and turnrate of destroyer ships
Removed the laser off the Destroyer ships
Made the depthcharges no longer tracking
Fatboy costs reduced by 30 %
HLT's DPS increased slightly
Increased Banshee DPS slightly
Advanced Anti Air Kbots no longer chase ground units.
Increased leveler E costs
MT/PackO's do 10 % less damage now
LRMT reloadtime increased
Increased Acceleration and turning of Luger/Pillager
Thud/Hammer now have LoS till the end of their range
Increased Solar Buildtime
Halved JellyFish E-costs
Tidal E costs Halfed
Reduced Torpedo Launcher E Costs by 30 %
(Adv.) Sonar range Doubled
Torpedo from subs have some guidance now
Poison Arrow moved to a other moventclass, so it can climb steeper slopes
Changed the maxslope of shiva in the FBI so it matches with the movementclass
Increased Beamer DPS by 5 %
AK speed reduced a bit
Improved the Core Maw in hp/dps/weaponspeed
Core Slasher's HP bar is now visable when he fires
Made Krogoth Able to Crush units with his feet, except heavy units/buildings
Gave Krogoth more HP
Reduced E Costs of All T3 units by 40 %

DOWNLOAD: http://www.unknown-files.net/index.php? ... &dlid=2014
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Cabbage
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Post by Cabbage »

you have two of the same screenshots on the DL page btw ^^
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Day
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Post by Day »

that better be the only bad thing about this release ^^
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Cabbage
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Post by Cabbage »

well, you forgot to add the change that lets Cabbagges crush units under their feet aswell :<
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NOiZE
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Post by NOiZE »

Cabbage wrote:you have two of the same screenshots on the DL page btw ^^
fixed that.
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Foxomaniac
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Post by Foxomaniac »

Just updated ye' modweb.

Use it, or a peewee gets it.
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Min3mat
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Post by Min3mat »

Love the solar change, reminds me of the ole XTA where i used to delay solars to the last minute :D can't wait to put that back into use tbh new BOs ftw and the change in BT just makes it all the more difficult to judge! yay!
countdown till gaming times: ETA 9 days and counting ;.;
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Day
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Post by Day »

thanks alot foxeh!

il be waiting for you mat!!
Lippy
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Post by Lippy »

Foxomaniac wrote:Just updated ye' modweb.

Use it, or a peewee gets it.
Cool thanks!
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