Balanced Annihilation v4.7 !! - Page 42

Balanced Annihilation v4.7 !!

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Neddie
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Post by Neddie »

Alright, back to balance...

I've always disliked how anti-air continues to fire on falling aircraft, but that is out of the control of the modder unless he wants to implement some hackish workarounds, so we can stop talking about it until somebody discovers a solution. I'll check around with smoth, Fang, and the 1944 team.

The L2 Stealth fighters pose both a balance problem and a bug problem - remember, they are the most common planes to fly out of the map and due to some vertical movement issues never return to play. I think if you check some of the logs you will find that this behaviour is significant in causing desyncs. As for balancing them, you may want to strip the current weapons and give it a fast-reload anti-air missile and a slow-reload all-purpose, the latter dealing less damage to land.
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LordMatt
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Post by LordMatt »

Stealth fighters will also fly off the map in a similar way to how they fly up. The difference is that the user can command them to move back onto the map, whereas once they get high up they won't respond.
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hunterw
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Post by hunterw »

why not just make an easy fix...if a plane ascends past some ridiculously high coordinate where no plane should ever be, make it blow up
Saktoth
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Post by Saktoth »

why not just make an easy fix...if a plane ascends past some ridiculously high coordinate where no plane should ever be, make it blow up
What? We already have a fix. Just strip the damn drag, maxaileron, maxbank, maxelevator, maxpitch, maxrudder, mygravity, wingangle and wingdrag variables out of the fbi of the armhawk, corvamp, armsfig and corsfig! They dont really do much anyway. How many times do i need to say that this is the problem. :(
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jackalope
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Post by jackalope »

A few things:

1. fix hawks/vamps ASAP +1 to everyone else's posts

2. depth charge launchers can hit regular (even non-amphib) ground units when they are in water and they completely own them. Can they be made to not target non-naval things? or maybe do very little damage to ground targets? atm they replace LLTs and HLTs on maps like Tropical

3. LRMTs got nerfed way too hard I think. why would I spend 1500 metal so I can kill 1 bomber per bombing run? I say revert the nerf. People complained about it being a complete denial of Air, but if the enemy has the economy to spam LRMTS than that's just the way it goes imo. spamming anni's does a pretty good job denying ground attacks.
Saktoth
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Post by Saktoth »

2. depth charge launchers can hit regular (even non-amphib) ground units when they are in water and they completely own them. Can they be made to not target non-naval things? or maybe do very little damage to ground targets? atm they replace LLTs and HLTs on maps like Tropical
Actually they have a lower DPS than LLT's and they are 4 times the price. Its mostly their AoE which thwarts rushes of smaller units (Esp massed kbots). They also have sonar, and thus can spot subs in the shallows (Which are a killer in Tropical). You'll find if you use heavier units or spread your units out, they'll fare much better. All you need to do is get a single unit on the island next to the depthcharge launcher, and it cant do squat anymore. They dont work vs hovers either.

Its a good anti-flood weapon in shallows, but it is niche at best. Let it be niche, i say, since it so rarely gets built (If anything, i think it needs to be boosted so it gets used on other maps).
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REVENGE
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Post by REVENGE »

You know what's retarded? If you set a transport to area unload, and a small part of your circle is outside the map border, the transport offloads the unit to oblivion... :shock:

Also, tbh, LRMTs have always had very limited use, as they can't discriminate to hold their fire against, lets say, a peeper vs. a Krow which is what it actually needs to target. Sending in a spread out row of Peepers before a bombing/gunship run usually takes the kick outof them, and on non metal maps people don't build enough to have a useful second barrage of missiles. IMO, BA should adopt TLL's antiair scheme, with a rapid but inaccurate flak cannon paired with slower firing, but highly accurate and higher damage missiles.
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LordMatt
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Post by LordMatt »

REVENGE wrote:You know what's retarded? If you set a transport to area unload, and a small part of your circle is outside the map border, the transport offloads the unit to oblivion... :shock:
Reported to Mantis, this is not yet fixed in SVN.
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1v0ry_k1ng
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Post by 1v0ry_k1ng »

REVENGE wrote:IMO, BA should adopt TLL's antiair scheme, with a rapid but inaccurate flak cannon paired with slower firing, but highly accurate and higher damage missiles.
rapid? spammed? I feel the lag already..
Helix
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Post by Helix »

may i submit a small issue...
arm stealth metal extractor (twilight) cost less than the core exploiter, but it has more hp. that sound a bit weird to me :?
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Strategia
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Post by Strategia »

Helix wrote:may i submit a small issue...
arm stealth metal extractor (twilight) cost less than the core exploiter, but it has more hp. that sound a bit weird to me :?
The Twilight, when discovered, can thus survive for longer against the same band of units. Moreover, the Exploiter has a weapon capable of taking out lone raiders; the Twilight's only anti-raider defence is A.) stealth/cloaking (which is pretty much moot since raiders will go from metal spot to metal spot) and B.) hitpoints. More hitpoints = longer survival = more time for reinforcements to arrive.
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hunterw
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Post by hunterw »

I bet this has been mentioned before...

Why is it that core has no lvl 2 vehicle engineer?

I think the balance of units is fantastic between arm and core, but since the units are balanced, shouldn't the economies they are capable of producing be balanced as well?
Last edited by hunterw on 20 Jan 2007, 19:09, edited 1 time in total.
tombom
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Post by tombom »

hunterw wrote:I bet this has been mentioned before...

Why is it that core gets screwed on the engineer units? Arm has engineers for kbots, vehicles, and ships, whereas core only has the kbot engineer.

I think the balance of units is fantastic between arm and core, but since they are balanced, shouldn't the economies they are capable of producing be similar as well?
This annoys me as well. If I were to change it, I'd prefer removing the FARK or removing the Consul and making the Fark like a Consul. Or maybe removing the Consul and keeping the Fark as it is.
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Strategia
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Post by Strategia »

One word: Freaker. 8)
tombom
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Post by tombom »

Strategia wrote:One word: Freaker. 8)
:? Arm has both a combat engineer and a general build-assist bot, one on both vehicles and kbots. Core only has it at kbots.
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Machiosabre
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Post by Machiosabre »

Strategia wrote:One word: Freaker. 8)
whereas core only has the kbot engineer.
they obviously know about the freaker.

I don't really thing it's a big deal though, core more than makes up for not having both a fark and a freaker type unit.

btw core does have naval engineers.
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Neddie
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Post by Neddie »

Not everything is supposed to be mirrored. Core has the Commando.
tombom
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Post by tombom »

Machiosabre wrote: btw core does have naval engineers.
So does ARM.
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Machiosabre
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Post by Machiosabre »

what part of "core does have naval engineers" implies that arm doesn't?

I was just commenting hunters post before he edited it, because it said: arm has farks, consuls and naval engineers and core just has freakers.
tombom
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Post by tombom »

Machiosabre wrote:what part of "core does have naval engineers" implies that arm doesn't?

I was just commenting hunters post before he edited it, because it said: arm has farks, consuls and naval engineers and core just has freakers.
Oh god sorry I'm really not reading well.
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