Balanced Annihilation v4.7 !!
Moderator: Moderators
Torpedo bombers are actually pretty effective. The only ships they cant kill in 2 shots are the flagship, battleship, cruiser, aircraft carrier and transport. The shipyards and water defenses have even less HP than most ships, so they can 1-shot or 2-shot most of them as well.
Torpedo bombers are only 300 metal, 6000 energy. They have 1700 HP, enough to take a lot of punishment. But they dont need to last long, because a single torp does 1500 damage (!). Even if they only drop a single torpedo they are worth it, if they survive to drop 2-3 torpedoes (They often do, when in small groups) they have repayed themselves dozens of times over.
An anti-air ship is 1300 metal 17000 energy. 2 torpedo bombers can take it down, and it probably wont even have time to kill 1 of them.
The flakker NS costs 800 m and 21000 e. It has 1730 HP, again, same situation.
The only real obstacle is scouting out all the positions so your torpedos can hit, but a few radar or scout planes is usually enough if used correctly.
Torpedo bombers are only 300 metal, 6000 energy. They have 1700 HP, enough to take a lot of punishment. But they dont need to last long, because a single torp does 1500 damage (!). Even if they only drop a single torpedo they are worth it, if they survive to drop 2-3 torpedoes (They often do, when in small groups) they have repayed themselves dozens of times over.
An anti-air ship is 1300 metal 17000 energy. 2 torpedo bombers can take it down, and it probably wont even have time to kill 1 of them.
The flakker NS costs 800 m and 21000 e. It has 1730 HP, again, same situation.
The only real obstacle is scouting out all the positions so your torpedos can hit, but a few radar or scout planes is usually enough if used correctly.
The torpedo seaplane is kind of crappy compared to the torpedo bomber. The first is supposed to fire two torpedos that do 700 damage, but it only seems to fire one at a time. The torpeado bomber fires one torpedo that does 1500 damage. Also, ships don't seem to leave a wreck when hit by torpedo bombers or torpedo seaplanes. This is rather silly for the big ships like the crusers.Saktoth wrote:About Torpedo Bombers
Alright, since hovercraft have been mentioned a few times, I should just pop in here. [KnoX] is having some similar issues with the role of hovercraft. I recommended, in the case of XTA, that they become a T1 alternative rather than a T1.5 and that they do not add a T2 or allow the current hovercraft constructor to build T2 structures.
Despite creating a full T2 tree for hovercraft independently, I would recommend that we do not implement it at this point in Balanced Annihilation. While I was considering submitting some data to Caydr for Absolute Annihilation before the release of Balanced Annihilation, I have decided to keep such until it actually has a purpose.
My only request for hovercraft at the current time is that they obtain a unit with Sonar - in game terms that would help with the weakness of Air based Sonar, and logically there is no reason for a tree designed to traverse Land and Sea alike to lack a Sonar option.
Despite creating a full T2 tree for hovercraft independently, I would recommend that we do not implement it at this point in Balanced Annihilation. While I was considering submitting some data to Caydr for Absolute Annihilation before the release of Balanced Annihilation, I have decided to keep such until it actually has a purpose.
My only request for hovercraft at the current time is that they obtain a unit with Sonar - in game terms that would help with the weakness of Air based Sonar, and logically there is no reason for a tree designed to traverse Land and Sea alike to lack a Sonar option.
- Machiosabre
- Posts: 1474
- Joined: 25 Dec 2005, 22:56
New commit that will affect BA: http://taspring.clan-sy.com/phpbb/viewt ... 860#153860
- Forboding Angel
- Evolution RTS Developer
- Posts: 14673
- Joined: 17 Nov 2005, 02:43
If hover constructors could build the seaplane factory they would be the direct source of seaplanes, which would make us look for another "Special" unit for the advanced plane constructors to build. I am neither in support of nor against the idea of doing this.
As for wreckage being instantly... nullified, that isn't logical in the context of BA, or in the context of reality. As long as they leave scraps, I'd be content.
As for wreckage being instantly... nullified, that isn't logical in the context of BA, or in the context of reality. As long as they leave scraps, I'd be content.
- Forboding Angel
- Evolution RTS Developer
- Posts: 14673
- Joined: 17 Nov 2005, 02:43
Found the cause of a rather well known bug.
Im sure anyone who has played speedmetal (Yes, im guilty) has noticed that planes occasionally end up really high in the air, and all the AA will try to shoot at them, despite being unable to hit them. Ive seen it happen on maps other than Speedmetal too so its not a map quirk.
Ive been messing with planes a fair bit, and noticed that the only plane that has special flight dynamics is the stealth fighter. Ive also noticed that this is the only plane which will perform the above trick.
I dont know if its the drag, maxaileron, maxbank, maxelevator, maxpitch, maxrudder, mygravity, wingangle or wingdrag or what. I suggest these variables be stripped out of both Arm and Core stealth fighters (They both do it) until it can be figured out what is causing this problem. As far as im aware these variables have little effect on gameplay and most planes fly fine without them (The regular fighter for example).
Im sure anyone who has played speedmetal (Yes, im guilty) has noticed that planes occasionally end up really high in the air, and all the AA will try to shoot at them, despite being unable to hit them. Ive seen it happen on maps other than Speedmetal too so its not a map quirk.
Ive been messing with planes a fair bit, and noticed that the only plane that has special flight dynamics is the stealth fighter. Ive also noticed that this is the only plane which will perform the above trick.
I dont know if its the drag, maxaileron, maxbank, maxelevator, maxpitch, maxrudder, mygravity, wingangle or wingdrag or what. I suggest these variables be stripped out of both Arm and Core stealth fighters (They both do it) until it can be figured out what is causing this problem. As far as im aware these variables have little effect on gameplay and most planes fly fine without them (The regular fighter for example).
Saktoth wrote:Found the cause of a rather well known bug.
Im sure anyone who has played speedmetal (Yes, im guilty) has noticed that planes occasionally end up really high in the air, and all the AA will try to shoot at them, despite being unable to hit them. Ive seen it happen on maps other than Speedmetal too so its not a map quirk.
Ive been messing with planes a fair bit, and noticed that the only plane that has special flight dynamics is the stealth fighter. Ive also noticed that this is the only plane which will perform the above trick.
I dont know if its the drag, maxaileron, maxbank, maxelevator, maxpitch, maxrudder, mygravity, wingangle or wingdrag or what. I suggest these variables be stripped out of both Arm and Core stealth fighters (They both do it) until it can be figured out what is causing this problem. As far as im aware these variables have little effect on gameplay and most planes fly fine without them (The regular fighter for example).
I've seen this happen once or twice, but only on speedmetal.
My best guess is its an engine problem with how aircraft behave under some circumstance of how the map is layed out.