Balanced Annihilation v4.7 !! - Page 32

Balanced Annihilation v4.7 !!

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Machiosabre
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Joined: 25 Dec 2005, 22:56

Post by Machiosabre »

Bhaal wrote:please make a mod without ta stuff that plays like BA !
so many people could work together to make the models and stuff.
...why?
Bhaal
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Joined: 03 Jan 2006, 19:54

Post by Bhaal »

because it would be free?!
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Machiosabre
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Post by Machiosabre »

its already free :-, unless someone forgot to bill me.
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jackalope
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Joined: 18 Jun 2006, 22:43

Post by jackalope »

Yes machio you should been making monthly payments of $19.95. You are pretty much the only person who isn't doing it. contact me for paypal information bye bye.
Bhaal
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Joined: 03 Jan 2006, 19:54

Post by Bhaal »

it s not free, you have to own ta :)
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TradeMark
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Joined: 17 Feb 2006, 15:58

Post by TradeMark »

If you remodel all TA models, then you dont need to own TA anymore...

But who the hell actually cares, TA is not sold in anywhere, so they cant get any payments...


... And how they can know do you own TA or not?

Its 10 years old game now, huh...
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Quanto042
Basically OTA Developer
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Joined: 22 Feb 2006, 03:01

Post by Quanto042 »

Bhaal wrote:it s not free, you have to own ta :)
Once again, Atari doesn't give a rats ass about what we are doing with a 10 year old game. Its pretty much abandonware by all meanings of the term. And on top of that, this is still a pretty rinky dink operation. I doubt they even notice. :roll:
tombom
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Joined: 18 Dec 2005, 20:21

Post by tombom »

It might be a good idea to increase the Fatboy's weapon velocity a bit. It's best at killing swarms of T1 units, which it currently has trouble doing because they are also fast and tend to be have moved before the projectile hits. Currently the weapon velocity is lower than the Bulldog, Tremor, Guardian and some other stuff.

Also I'd like to know what the use of a Banisher is that isn't done better/more cost-effectively by something else.
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Machiosabre
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Post by Machiosabre »

they cost effectively kick ass and take names, any questions?
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Pxtl
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Post by Pxtl »

tombom wrote:Also I'd like to know what the use of a Banisher is that isn't done better/more cost-effectively by something else.
You're complaining about the banisher? Those things kick ass - you just need open ground and some spies to spot for them (and a jammer to hide them) and they'll tear an enemy force to shreds from long range. I tried to take out a team of banishers with a horde of pyros once (they were built for a zipper-style rushthrough), and the banishers made a fighting retreat that tore my pyros to shreds.
Lippy
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Joined: 16 Jul 2006, 00:24

Post by Lippy »

MR.D wrote:Why even bother with Pillager, or Merl?

When a tremor does it all..
ginekolog wrote:
Machiosabre wrote:depends on if you're in a hurry, or if you need a precision strike.
Tremor with its 600DPS is sooo much better than diplo or pill ... makes both totally obsolete.. But who cares, all other cor adv veh have good uses.
They serve different roles. Tremor, sucks at attacking moving targets. especially if they get close enough to make the tremor shoot at their own units. On the other hand, pillagers and lugers are reasonably good at hitting moving targets as long as you have LOS. Build 5 or 6, put em in a line with good LOS, and watch the metal heap grow.

As for banisher; dont forget it can shoot air too! (and extremely well too)

The sniper issue also needs to be sorted (see separate sniper thread0

Lastly, the moonwalking issue also needs to be sorted, as does the broken factory bug.
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Quanto042
Basically OTA Developer
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Post by Quanto042 »

The banisher also does awesome impulse damage.
Or at least from what i remember.
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ginekolog
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Post by ginekolog »

banisher: against snipers, small units hordes, slow units, against gunships, against low range defenses, attack and retreat. I find it good mix 2 rapier + 1 banisher (+1 golie).

tremor outclases pilager and diplomat in 99% aspects. Moving units? NP i will just force fire in front of enemies (takes good feeling of shells fall time though)

Tremor is not OP but diplo is much too weak. How about some AOE increase or tracking missile?
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Day
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Joined: 28 Mar 2006, 17:16

Post by Day »

"Lastly, the moonwalking issue also needs to be sorted, as does the broken factory bug."

Ahem. dont throw spring stuff at us!
el_matarife
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Joined: 27 Feb 2006, 02:04

Post by el_matarife »

Didn't the banisher used to have extra damage against T3 units?
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Machiosabre
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Post by Machiosabre »

Day wrote:"Lastly, the moonwalking issue also needs to be sorted, as does the broken factory bug."

Ahem. dont throw spring stuff at us!
according to http://taspring.clan-sy.com/phpbb/viewtopic.php?t=8664
they're already fixed for next version anyway :-)
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Cabbage
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Post by Cabbage »

i like merls /diplomats, they do a pretty huge amount of damage to a specific target :O
Lippy
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Post by Lippy »

Day wrote:"Lastly, the moonwalking issue also needs to be sorted, as does the broken factory bug."

Ahem. dont throw spring stuff at us!
Lol sorry, thought i deleted that statement.....

Oh and btw, even though i was opposed (heavily) towards the solar change (costing no e), I er.... don't mind it anymore :-)
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ginekolog
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Joined: 27 Feb 2006, 13:49

Post by ginekolog »

Cabbage wrote:i like merls /diplomats, they do a pretty huge amount of damage to a specific target :O
o RLYYYYYYYY???

diplo crapor:
range=1240;
reloadtime=20;
areaofeffect=72;
default=1300;


they do whooping (tum tum tum badum) 60 DPS. WOW. Tremor does 737,5 with 160 aoe... now u do your math - but dont overheat.

tbh even if diplo would deal 10x more damage (13000) i would still pick tremor because of its general hawoc ability.
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Cabbage
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Post by Cabbage »

yeah? and tell me what happens when you get two of those rockets landing on a target at the same time? You usually get a pile of wreckage.

Just becuase you dont use them yourself hardly makes it a shit unit, i use them often and to good effect.
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