Balanced Annihilation v4.7 !!
Moderator: Moderators
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.
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.
We still need to look @ them.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.
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: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.
Depthcharges and torpedo's still have some guidance, but they are no longer "always hit" weapons. Most of the times they will still hit.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.
- Machiosabre
- Posts: 1474
- Joined: 25 Dec 2005, 22:56
- Machiosabre
- Posts: 1474
- Joined: 25 Dec 2005, 22:56
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!
also! nerf flashes along with gators! equal opportunity now!
Last edited by Machiosabre on 09 Dec 2006, 13:42, edited 1 time in total.
NEW VERSION!!!
DOWNLOAD: http://www.unknown-files.net/index.php? ... &dlid=2014
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
- Foxomaniac
- Posts: 691
- Joined: 18 Jan 2006, 16:59