Balanced Annihilation 5.5 is OUT - Page 11

Balanced Annihilation 5.5 is OUT

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Sleksa
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Post by Sleksa »

NOiZE wrote:
Dragon45 wrote:btw any chance of bertha ships coming back ~_~
well i don't see that happening ~_~


*edit*


oh and lol
Sea has no real long range offensive capability. land can strike easily at sea with massed berthas, and krogs (if water is shallow enough, and it usually is because krog is so big). Sea has no bertha shield.
try playing normal delta and fighting with land against someone who's holding the sea. the missile boats range almost anywhere in that map,

what comes to krogs;

YEAH NERF OP KROG!!111
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ginekolog
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Post by ginekolog »

i would say berta ships were OP. Once i got sea i just spamed bertha ships.. once i had 10. Nothing can touch them (with proper defense) and they are mobile, thats why even land bertha does not stand a chance.
Perhaps now they would be less op because of shields... i duno.
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Sleksa
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Post by Sleksa »

well getting into land from sea is laughably easy;

air and amphibs covered by missile boats and aa boats and bigger ships cover them up.

getting into sea from land is insanely hard; you cant really rely on air since they will have floating flaks&defenders and aa boats, getting amphibs is suicide because of sonar/torp stuffs, annis have hard time fighting against missile boat's ranges ~~
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hunterw
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Post by hunterw »

Sleksa wrote:
try playing normal delta and fighting with land against someone who's holding the sea. the missile boats range almost anywhere in that map,
i wasnt aware that normal delta was the only sea map that exists
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Sleksa
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Post by Sleksa »

or any other non-100% water seamap
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hunterw
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Post by hunterw »

Sleksa wrote:or any other non-100% water seamap
play more sea maps pls

also think of all the long range units that can be built on land - if your base exists only in water what are your long range options?

no nuke no catalyst no bertha no anni

longest range is missile ships atm, and flagships which are roughly the same range but very expensive. missile ships can go over any hills which makes them really nice. bertha ships balance well with this - they don't replace the role of missile ships due to their inherent, huge disadvantage of being on the lowest possible altitude of the map. hills block the shit out of them.

furthermore, lets take your delta example and put it to the test - why would you want to build much, much more expensive bertha ships if missile ships can reach everywhere anyway?

in conclusion, bertha ships ftw
Last edited by hunterw on 02 Aug 2007, 12:46, edited 2 times in total.
Harbinger
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Post by Harbinger »

I don't think any sea units need a boost or sea needs any more units, sea already owns.
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hunterw
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Post by hunterw »

Harbinger wrote:I don't think any sea units need a boost or sea needs any more units, sea already owns.
i dunno dude land owns pretty hard
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ginekolog
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Post by ginekolog »

its not sea vs land. Sea player will allways have to have some land for nukes etc. As sleksa said its sooo much harder to go from land do sea.

Actually sea plays so nice that i would not touch it atm. Even subs seems balanced :shock:

I still dont understaned why tremor tremor is so expnsive now. How is core supposed to battle buldog+penetrator+flash now without air? I used to have golis+tremor but this is harder now. Cors vehT2 superiority is gone now. Arm has an edge now imo.
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NOiZE
Balanced Annihilation Developer
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Post by NOiZE »

ginekolog wrote:I still dont understaned why tremor tremor is so expnsive now. How is core supposed to battle buldog+penetrator+flash now without air? I used to have golis+tremor but this is harder now. Cors vehT2 superiority is gone now. Arm has an edge now imo.
Try a few Reapers,gols and PILLAGERS!


Pillagers are dirt cheap..
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Peekaboom
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Post by Peekaboom »

As a die-hard core player, I've never had a problem with lvl2 arm vehicles, and I rarely use artillery or missile trucks. Gollies / Reapers in front, along with a sea of level 1 units as a damage soak. Behind them, banishers are quite awesome, and if needed I'll mix in pillagers, which ARE definitly dirt cheap for what you get.

All other things equal, core level 2 vehicles just push right through arm in the open.
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Peekaboom
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Post by Peekaboom »

Re: Sea taking Land

Hypothetical scenario: Large water map, but with land masses large enough to require a ground force to capture.

- Missile ships outrange most land based defenses, with the exception of birtha's and tac missiles. The cruise missiles range is 1550, annihilators are 1400, and everything else is less. At minimum, you have 150 units of "room of relative safety."

- Ambpibious units can help when clearing the beach and pushing inlnd a little, but like hovercraft, they can't hold their own against proper tier2/3 land units / defenses.

- The question is: Does 150 units of distance (between annihilators and cruise missiles) provide enough room to establish a beachhead needed to mount a land force? Typically this means building an advanced vehicle/kbot factory under the umbrella of missile ships / battleships. I think its possible at the moment, but there are some things that would help.

- Amphibious con vehicles to build adv. vehicle plant - why not, they are like the level 1 con vehicle in most other respects. Maybe up their nano speed so they can accomplish more under pressure. Right now they are weaker than normal veh cons.

- Put the amphibious mech (t3) back into the amphibious complex.

- Make amphibious units EQUAL to their land coutnerparts, but with a noticeable jump in cost. If you have pushed someone out of the sea, you presumable have access to far more metal patches and should quickly outpace your opponen's production. In this situation, you can cover the primium on making an amphibious unit. The playing field might be more even when the land fight starts.
Spiking
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Post by Spiking »

As far as skuttles go, and for that matter perhaps the core commando, I'd like to see them be both stealth and cloaking- just up their decloak radius so that they can be easily uncloaked and killed. For the commando a decloak just big enough that it could capture a unit and stay cloaked would be helpful. This way it could capture, say, a lone HLT, but not any supported unit. The skuttle is perhaps a nice option as an "anti jammer" weapon- since it is stealth if your opponent has enough jammers- but ever since the jammer ranges were reduced people have stopped jamming up large sections of bases unless they're being directly shelled. Also on the topic of the core commando, it might have a more useful weapon if you didn't have to command fire it for every shot you wanted to make. Anyway, something should probably be rebalanced, since I can't remember the last time anyone seriously used either of these units- and they are cool units
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Neddie
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Post by Neddie »

NOiZE wrote:
ginekolog wrote:I still dont understaned why tremor tremor is so expnsive now. How is core supposed to battle buldog+penetrator+flash now without air? I used to have golis+tremor but this is harder now. Cors vehT2 superiority is gone now. Arm has an edge now imo.
Try a few Reapers,gols and PILLAGERS!


Pillagers are dirt cheap..
I have to agree.
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Dragon45
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Post by Dragon45 »

Pillagers and lugers are the shit.
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NOiZE
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Post by NOiZE »

Dragon45 wrote:Pillagers and lugers are the shit.
nah they are good, but yes they are support units, not IKILLEVERYTHINGLIKEAKROGOTH units.
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Pxtl
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Post by Pxtl »

I barely see artillery-play in BA anyways, except on hyper-chokepoint maps. Most BA gameplay is brute-force assaults. Vehicles have so much speed and armour that they can close into firing range fast enough to make range somewhat meaningless.
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Neddie
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Post by Neddie »

"The shit" is classic vernacular for damn cool.
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Dragon45
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Post by Dragon45 »

"Vernacular" is colloquially referred to as "the common language of an area".
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Neddie
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Post by Neddie »

I just almost got in a car crash, I'm allowed to make mistakes.
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