Is this an accurate assessment of BA 1vs1s? - Page 4

Is this an accurate assessment of BA 1vs1s?

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pintle
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Post by pintle »

Sleksa wrote:itt xta'ers flame ba's t1 balance and try to hide their own t1 balance (how do i make jeffies?)

<3
Stop generalising about people who play a mod that isn't yours.
We are the XTA players, we are legion, musssst flaaaame BA.

Specifically what is wrong with XTA t1 balance? I don't see a legion of people on our msg board being making suggestions/complaints only to be shouted down by a dev armed with caps lock.



/Me runs off to LEARN TO MICRO!!!11!!!111111
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Sleksa
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Post by Sleksa »

xta's game pace is too slow.

Specifically what is wrong with XTA t1 balance? I don't see a legion of people on our msg board being making suggestions/complaints only to be shouted down by a dev armed with caps lock.
this is one of the main reasons xta fails IMO <3
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Neddie
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Post by Neddie »

Well, lets be honest, XTA T1 is Jethro, Zipper and Minelayer for starters...
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1v0ry_k1ng
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Post by 1v0ry_k1ng »

no, that was XTA t1 in v7
now its infantry-->storms-->missles-->thuds-->T2
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Sleksa
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Post by Sleksa »

~_~
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Tired
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Post by Tired »

[10:39:49 AM] <[LCC]KingRaptor> I only quoted the parts I thought were relevant to the discussion :S
Quotations are fun.

Well, since you nuckfuts are having this rousing conversation on my dime, I might as well include a choice quote that King missed out on.

BA's gameplay has been adjusted so about 15-25% of combat units are scaled off of the Flash Tank. This means that a certain number of them will be viable in combat, given that they now have comparable abilities for comparable costs.

The units that I cited, among many others, are units that are not scaled to the Flash Tank. Because of this, they don't get built. Why have so many units if you're not going to build them?

Hurricanes are scaled to the Flash Tank. Ground based anti-air (except for Flak against Gunships due to death chains) is not. Tier 2 Fighters are. Tier 1 Fighters are not. As a result, late-game I can spam Hurricanes and Vamps and slaughter another player who spammed Chainsaws (anti-BOMBER turrets), SAMs, Mercuries, and tier 1 Fighters.

LLTs are balanced against the Flash Tank. HLLTs are by default as their weapons are LLTs. Beamers are not. Dragon's Claws are not. Dragon's Maws are not. HLTs are not. Guardians are miles away. As a result, unless I've got a nice DT trap set up, which costs my attention, or mines, which only last for so long AND cost my attention, those Flash Tanks will roll right over my defenses given not much of an edge in resources spent on them at all, and THEY CAN ATTACK ANY POINT IN MY LINE. Almost instantaneously at that, because as we've covered, they're fast. I can counter with my own Flash Tanks since obviously anything but swarms of LLTs, which I can't place everywhere for cost, are ineffective.

For the most part, Vehicles in BA enjoy huge advantages over Kbots. I don't know why, but the results are clear. Speed advantages out of keeping with their inferior terrain climbing. Health advantages for almost no additional cost - look at Construction Vehicles versus Construction Kbots - significantly more speed, same build power, almost 3x the health, and for only 10% more cost.

Vipers and Pitbulls get raped by Flash, so to balance them, their dps is doubled.

Wait, say what? Where did doubled come from? How about increased by 40%? How about 57.9%? "Sorry, Tired, but our vast playing experience suggests that numbers are smoke and mirrors and the more rounded a value, the better. While we're at it, btw, we've decided to increase the Juggernaut's maxhealth by about 10x. We haven't really tested this, because only a fool would build Juggs, and we didn't build them that often even when they were decent, but we're going with our guts." @$%#!

So I thought to myself, I've got some time - I've got a spreadsheet - Heaven knows I've got experience. Why don't I just sit down and recost/rebalance every single unit in the entire mod until they all have some sort of reasonable role for a reasonable expense. If a VERY few units are a little slower, fine - so be it. Better than shifting the way that speed/range/dps interact and having to drastically change every single other unit in the entire mod.

DemO, since you think that more units are fundamentally better, why don't you try to destroy my BA Comm with 50 Fleas and I'll try to destroy yours with 10 Flash Tanks. Nice to have all of those tentacles at once, but some objectives require specific attributes, and attrition resistance can be a powerful one. You'll be happy with the scouts again, btw - I just killed their dps, which makes them faster again and cheaper. Huzzah~
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Sleksa
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Post by Sleksa »

DemO, since you think that more units are fundamentally better, why don't you try to destroy my BA Comm with 50 Fleas and I'll try to destroy yours with 10 Flash Tanks. Nice to have all of those tentacles at once, but some objectives require specific attributes, and attrition resistance can be a powerful one. You'll be happy with the scouts again, btw - I just killed their dps, which makes them faster again and cheaper. Huzzah~
fleas fill a different job than flashes. and killing weasel's dps is not that good of a idea imo.
Wait, say what? Where did doubled come from? How about increased by 40%? How about 57.9%? "Sorry, Tired, but our vast playing experience suggests that numbers are smoke and mirrors and the more rounded a value, the better. While we're at it, btw, we've decided to increase the Juggernaut's maxhealth by about 10x. We haven't really tested this, because only a fool would build Juggs, and we didn't build them that often even when they were decent, but we're going with our guts." @$%#!
when was the last time you lost to a OP juggernaut?

also, our vast playing experience shows that people who balance their games with calculators make fucked up values.
as you said, The more rounded the value, the better is true.
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NOiZE
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Post by NOiZE »

Tired wrote:some text
Tired Annihilation will rule them All!!!!
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Tired
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Post by Tired »

Experience has shown us what now? Caydr balanced AA with a calculator (he claims), and fucked up or not, it was the most popular mod in Spring. Still is, if you count its half-arsed sucessor. =P

I killed off a team in MetalHeck with OP Juggs, kthx. Once their Comms were gone, it was over.

When's the last time that you got killed off with DDMs? What's that? Defensive weapons, you say? 0o

While we're on the subject, btw...
Welcome to reality. Algorithmic balance always fails.
Perhaps you're just too dumb to use it properly. 0o
Last edited by Tired on 06 Aug 2007, 18:02, edited 2 times in total.
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Neddie
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Post by Neddie »

neddiedrow wrote: This is the method I've used in many projects, mainly pen & paper strategy and roleplaying...
1. Develop a conceptual framework (See CA role-based ideas, etcetera)
2. Implement framework in universe.
3. Start limited internal test.
4. Brainstorm factors involved, adjust based on limited test.
5. Repeat 3 & 4 until you can model numerically or physically, usually with an equation.
6. Use model to rebalance as needed.
7. Start unlimited external test.
8. Start limited expanded test.
9. Repeat 7 & 8 until you can collect all major feedback, adjust the model and revise.
10. Take a break.
11. Release.
12. Consider feedback during public release as an extension of step 7, do steps 9 through 11 as necessary.
Models are useful, but like playtesting, they are not alone the most effective tool.

Juggs are terrors in the hands of skilled players. Luckily, most team games with skilled players don't get to T3. Unfortunately, this is only because the skilled players are generally on one side.
Last edited by Neddie on 06 Aug 2007, 22:01, edited 1 time in total.
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Sleksa
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Post by Sleksa »


Quote:
Welcome to reality. Algorithmic balance always fails.


Perhaps you're just too dumb to use it properly. 0o
or perhaps your skill level is questionable. Oo


Juggs are terrors in the hands of skilled players. Luckily, most team games with skilled players don't get to T3. Unfortunately, this is only because the skilled players are generally on one side.
Juggernauts are terrors on metal heck i can agree to that , but there are tons and tons of counters for it and its almost never seen outside metal maps / noob greenfields games.

also you should remember that the gantry itself has very little hp, so a suicide run into it while it is building is pretty effective to counter it.
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Neddie
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Post by Neddie »

It has crept into most of the lower-average games I settle for these day - I'm on at bad hours. If I'm fighting it, it's dead, but so many of my allies just have to use one... or, in the case of [LCC]jK, five or six unsupported.
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hunterw
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Post by hunterw »

viper/pitbull are way way more OP than jugg
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Neddie
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Post by Neddie »

Bah.

ARM Solutions: Snipers, Scouts + Artillery, Scouts + Bombers, EMP Missile + Units, Stilleto + Units, Penetrator...
Core Solutions: Scouts + Artillery, Scouts + Bombers, Commando, Bladewings + Units, Sumo, Cans + Pyros...
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NOiZE
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Post by NOiZE »

hunterw wrote:viper/pitbull are way way more OP than jugg
you're saying you need more units then just flash?
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hunterw
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Post by hunterw »

neddiedrow wrote:Bah.

ARM Solutions: Snipers
snipers die in ONE HIT from pitbull/viper

i'm not saying the units are invincible, but just doubling some unit's dmg is bound to be a rather drastic change

noize if you want viper/pitbull to be anti flash (which it isnt, its anti-every ground unit there is and makes t2 a lot porcier than it used to be), then don't double it's damage, just give it AOE
Saktoth
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Post by Saktoth »

Viper/pittbulls are artillery resistant, due to being pop-ups, but previously were otherwise prettymuch like HLT's with a bit more range. And still, t2 was a porcy mess.

But now...
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REVENGE
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Post by REVENGE »

Sleksa wrote:the gantry itself has very little hp, so a suicide run into it while it is building is pretty effective to counter it.
Err...what kind of a suicide run are you talking about exactly? Combomb?

And as for loads of different counters to juggy, perhaps if it were alone and facing 10 snipers. Otherwise, I've seen when 20 phoenix + 3 krows can't kill the damn thing after 5 minutes...
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det
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Post by det »

Jugg is newb bait, the way the EMP damages are set up in BA mean that anything with that many resources tied up into a single unit is total fail unless it is EMP resistent. In the unlikely situation the game ever warrants T3, Krogoth supported by Karg is always the better investment.
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Sleksa
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Post by Sleksa »

REVENGE wrote:
Sleksa wrote:the gantry itself has very little hp, so a suicide run into it while it is building is pretty effective to counter it.
Err...what kind of a suicide run are you talking about exactly? Combomb?


t2 bomber suicide run, or anything that has high speed+high dmg burst output and can somehow reach the gantry.
Jugg is newb bait, the way the EMP damages are set up in BA mean that anything with that many resources tied up into a single unit is total fail unless it is EMP resistent. In the unlikely situation the game ever warrants T3, Krogoth supported by Karg is always the better investment.
but i thought ba only had flashtanks and op juggs,
nobody ever told me about this miraculous emp stuff :(
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