Balanced Annihilation v4.7 !! - Page 22

Balanced Annihilation v4.7 !!

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CautionToTheWind
Posts: 272
Joined: 30 May 2006, 17:06

Post by CautionToTheWind »

Can the depth charge launchers even deliver damage without tracking?
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NOiZE
Balanced Annihilation Developer
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Joined: 28 Apr 2005, 19:29

Post by NOiZE »

they still have some guidance....

And it would be better if ppl First PLAY the mod and then comment.

Thank you for your time.
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LordMatt
Posts: 3393
Joined: 15 May 2005, 04:26

Post by LordMatt »

NOiZE wrote: Remember that depthcharge range is less then the gun range.
Of course, I mean the destroyer fires the depthcharge but can't hit the sub until it gets closer, even if the sub isn't moving. That is bad behavior IMO. If you don't want it to hit things at max range just reduce the range.
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NOiZE
Balanced Annihilation Developer
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Post by NOiZE »

LordMatt wrote:
NOiZE wrote: Remember that depthcharge range is less then the gun range.
Of course, I mean the destroyer fires the depthcharge but can't hit the sub until it gets closer, even if the sub isn't moving. That is bad behavior IMO. If you don't want it to hit things at max range just reduce the range.
ok i tested it , and indeed it looks a bit buggy. I will look into it.
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TradeMark
Posts: 4867
Joined: 17 Feb 2006, 15:58

Post by TradeMark »

I used teh mod editor again to find out errors:

Corpses which gives more or equal metal than unit costs:
armtarg (757) -> 1967
cortarg (749) -> 1947


Heaps which gives more or equal metal than unit costs or wreck gives:
armtarg (757) -> 1967 -> 787
cortarg (749) -> 1947 -> 779
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NOiZE
Balanced Annihilation Developer
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Post by NOiZE »

TradeMark wrote:I used teh mod editor again to find out errors:

Corpses which gives more or equal metal than unit costs:
armtarg (757) -> 1967
cortarg (749) -> 1947


Heaps which gives more or equal metal than unit costs or wreck gives:
armtarg (757) -> 1967 -> 787
cortarg (749) -> 1947 -> 779
yeah we forgot those, heheheh
zecrazyone
Posts: 15
Joined: 12 Dec 2006, 07:09

Post by zecrazyone »

just found a bug. not sure if anyone else has found it yet, but apparently floating radar can be built on land.
tombom
Posts: 1933
Joined: 18 Dec 2005, 20:21

Post by tombom »

zecrazyone wrote:just found a bug. not sure if anyone else has found it yet, but apparently floating radar can be built on land.
This is a bug that was supposed to be fixed in one of the AA2.2 betas. What version was BA based on :?
Last edited by tombom on 12 Dec 2006, 09:32, edited 1 time in total.
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jackalope
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Joined: 18 Jun 2006, 22:43

Post by jackalope »

tombom wrote:
zecrazyone wrote:just found a bug. not sure if anyone else has found it yet, but apparently floating radar can be built on land.
This is a bug that was supposed to be fixed in one of the AA2.2 betas. What did you base this on? :?
gundam.
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NOiZE
Balanced Annihilation Developer
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Post by NOiZE »

zecrazyone wrote:just found a bug. not sure if anyone else has found it yet, but apparently floating radar can be built on land.
thanks for reporting.
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Machiosabre
Posts: 1474
Joined: 25 Dec 2005, 22:56

Post by Machiosabre »

Apparently skuttles to 1250 max damage to commanders when walking in to them or getting shot, but only 1000 when self-destructed. Which is weird because they do way more damage to everything else when you selfd instead of walk into them.
But it is the right way around for regular crawling bombs (900 and 1250).
el_matarife
Posts: 933
Joined: 27 Feb 2006, 02:04

Post by el_matarife »

Speaking of crawling bombs, is there any way the Self-D explosion could be triggered on walking into units rather than the lower damage explosion? That way, you could just walk them into static defenses instead of having to use a lot more micro and self-d them, which is still sort of a pain even though you can queue it now.
Saktoth
Zero-K Developer
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Post by Saktoth »

Speaking of crawling bombs, is there any way the Self-D explosion could be triggered on walking into units rather than the lower damage explosion?
This is exactly how the kamikaze function works (I just tested it). In place of firing a weapon, it just triggers its 'SelfDestructAs' setting.

The only circumstance under which the smaller explosion is triggered is when the crawling bomb is killed before it can reach its KamikazeDistance (80 on all bombs in BA). Both explosion looks exactly the same on the regular crawling bombs, so which triggered can be hard to tell.

When the skuttle is killed, it goes up like a regular, full powered crawling bomb (ExplodeAs=CRAWL_BLAST, the same as the invaders SelfDestructAs). When the skuttle kamikazes though, it goes up as 'cormine6' (Which is only used by the Skuttle AFAIK, the mines are all in the weapons/weapons.tdf file while the bombs are in the weapons/units.tdf file).

Obviously someone changed the settings for the regular crawling bombs, without realising this also changes one of the explosions on the skuttle. The skuttle could probably do with its own, dedicated set of weapons so it can be changed independently of the regular crawling bombs.

It might also benefit from a slightly increased kamikaze distance, to reflect its additional range. This would decrease its effectiveness against individual targets (Say single buildings), but since people seem to think the skuttle has to be microd and self-d'ed to get the full explosion, i guess that its not triggering enough on its own?
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MR.D
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Post by MR.D »

They just need a smaller weapon range, then they can get in closer to a target.

Thats a really simple fix, and wouldn't change how they work, nor would it make them unbalenced.
el_matarife
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Post by el_matarife »

One of the strategies for countering crawling bomb attacks is using cheap units like Fleas or AKs patrolling to make them prematurely detonate, so I'd suggest that extending the kamikaze distance would probably make them less not more effective.
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MR.D
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Post by MR.D »

IMO Crawling bombs should be radar invisible, those things are tiny and so low to the ground there is no Logical reason that a radar would see it coming.

Reduce the Weapon trigger range, then patrols and other units actually have to collide or get closer to the bomb before it goes up.

Bombs are typically a complete waste of time unless transported, as a single llt can destroy 1 bomb before it gets in range to damage anything.

Skuttles on the other hand, are remarkably valuable with their Cloak, but their damage potential suffer as well from pre-mature explosions due to their large trigger radius.

If both Crawling bombs + Skuttle had minimal Weapon trigger range, and standard crawling bombs were Stealth(NOT cloaked), it might actually be a worthwhile unit to build.
imbaczek
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Joined: 22 Aug 2006, 16:19

Post by imbaczek »

What if you put them on hold fire? Don't know how they work, but I think it would be sensible if it did.
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TradeMark
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Post by TradeMark »

IMO crawling bombs should have less HP. They are really hard to kill with LLT's.

LLT has as much HP as crawling bomb o_O

Now it takes 560/75=8 or 400/75=6 shots to kill a crawling bomb


If LLT killed one crawling bomb with 3 shots, then it would be more balanced...
Such small unit cant be as strong as LLT >__>
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MR.D
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Post by MR.D »

Such a small (and ENERGY expensive) needs to be able to get close to and at least damage the weakest and cheapest single Defense structure in the game.

It takes 4 llt hits to kill an AK, 6-7 llt hits to kill a Storm/Rocko, and 8-10 hits to knock out a Thud/Hammer.

What is the rationale behind what you are proposing, to make a unit more than triple the costs of those basic LVL-1 Kbots, obsolete and invalid vs a single LLT?

You say that because its small, that it should die faster?

The crawling bomb is the most simple operating mobile unit in the game, its size is exactly what should keep it alive.

Relate this to lasers, a very small focused beam of light.

You have a very small Area of Effect, as lasers are precision weapons.

It would be like shooting down an arrow, with another arrow.

Its always easy to hit an large object with a small object, but its much tougher to hit a small object with another small object.
Last edited by MR.D on 13 Dec 2006, 13:28, edited 2 times in total.
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TradeMark
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Post by TradeMark »

Expensive? it costs only 61 or 65 metal.

At least make them slower then.

It makes 2500 damage, and damage range is 360, and LLT range is 430.
So when you kill it with LLT, you get damage if you dont kill it enough fast. And usually you cant kill them enough fast, so they kills your LLT's sooner or later.

Edit:
you changed your message :-)
Energy doesnt matter when building, its only 5k.

Edit:
Now you mean that they should have more HP because they are that small units that your lasers cant hit them? :D Dude, its year 5000, i think they can aim better.
Last edited by TradeMark on 13 Dec 2006, 13:31, edited 2 times in total.
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