Yeah! OMG! The game is unbalanced!!!!!11111111111111Dragon45 wrote:.......................
Do you see where im going with this?
Is this an accurate assessment of BA 1vs1s?
Moderator: Moderators
if you want to win, you need to make solars and mexes and radars and llts too . . .Dragon45 wrote:Not all units should be useful all the time in every game. There's a lot of special purpose things that only come up in maps, in some situations, etc. that's the way it should be. my idea of 'balance' is not 'all units have to be built every game', its 'all units have a usefulness at some point or another'.
are radars op?
i agree certain units are rarely seen in action but that doesnt mean they arent needed, just like starcraft;
you dont need marines in a tvt game , but does that make them suck?
tanks are seen in almost every matchup; does that mean theyre op and should be nerfed to give room to other units ?
zerg mutas are seen in almost every game; does that mean theyre op and should be nerfed/dealt with to give room for other units to shine?
etc etc etc. . .
I DONT THINK SO TIM.
YUP.1) I think most people like it the way it is.
YUP!3) The few people who don't like it go play XTA or whatever...
YES! WE MUST NERF THE AKS, COMM MUST BE NERFED TO STOP COMM ADVANCE AND LLTS TOO WHICH IT CAN SPAM, THUDS AND AIR SHOULD BE BUFFED SO WE SHOULD SEE THEM MORE AS SHOULD VEHICLES BECAUSE THEY ARENT MUCH SEENCue Cooper Hill. AK spam is the way to go now, along with commm advance which spams LLTs, some take hill, and then throw thuds and maybe air in. It doesn't deviate much.
Clearly, the game is unbalanced. Not all units are being used.
I AGREE!
- Lolsquad_Steven
- Posts: 488
- Joined: 27 Jun 2006, 17:55
- Forboding Angel
- Evolution RTS Developer
- Posts: 14673
- Joined: 17 Nov 2005, 02:43
This will help to balance out the flashes/gators in BA if you care to use it.
Essentially it makes it so that they fire continually, but it's DOT type of damage, much moreso than the current. It also makes it so that one lone flash or gator is much less of a threat than say ten at a time. But remember it's Damage over Time based. Believe me it solves a lot of problems. You might also need to adjust their speed some.
Essentially it makes it so that they fire continually, but it's DOT type of damage, much moreso than the current. It also makes it so that one lone flash or gator is much less of a threat than say ten at a time. But remember it's Damage over Time based. Believe me it solves a lot of problems. You might also need to adjust their speed some.
Code: Select all
[GATOR_LASER]
{
ID=85;
name=Laser;
rendertype=0;
lineofsight=1;
turret=1;
range=315;
reloadtime=0.1;//1
weaponvelocity=800;
areaofeffect=8;
duration=.02;
soundtrigger=1;
soundstart=lasrlit3;
soundhit=lasrhit2;
firestarter=50;
beamweapon=1;
color=232;
color2=234;
explosiongenerator=custom:burn;
[DAMAGE]
{
default=7;
}
}
[EMG]
{
ID=16;
name=E.M.G.;
rendertype=4;
color=2;
lineofsight=1;
turret=1;
range=315;
reloadtime=0.1;
weapontimer=1;
weaponvelocity=400;
sprayangle=768;
areaofeffect=8;
soundstart=armsml2;
soundhit=lasrhit1;
soundtrigger=1;
tolerance=6000;
startsmoke=1;
explosiongenerator=custom:burn;
[DAMAGE]
{
default=7;
}
}
- Forboding Angel
- Evolution RTS Developer
- Posts: 14673
- Joined: 17 Nov 2005, 02:43
hmm, arpearently you and I are not reading the same thread.NOiZE wrote:they are balanced....
Sleska: to answer your question...
Would it make 10 flashes more threatening than 10 flashes currently are? No, it would not. What it does do is make it so that they are better when in large groups or *GASPED* in a mixed unit group. While being alone or in groups of 2 or 3 is relatively not as bad as current. It's all about damage over time, surface fire, and hit efficiency.
I could explain it in length, but why don't you test it out for yourself. It's much easier to understand that way.