Play XtaThere is nothing that BA absolutely _needs_ at this point.
Balanced Annihilation 5.71
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- SwiftSpear
- Classic Community Lead
- Posts: 7287
- Joined: 12 Aug 2005, 09:29
t2/t3 balance is still really broke, yeah. Both the number of broken/useless units as well as the fact that the way it plays is just sluggish and unsatisfying. Thats the major reason t1 doesnt need too many changes- it may not be totally balanced, but it is fun, interesting, and dynamic. t2 just isnt.
Really fixed the Arm Seer corpse metal ammount - Needed as it was more than its cost.
Tweaked Floating Radar hitsphere's so subs can kill them more easy - This was a BUG. Have you ever tried to hit one of these with a sub?
Radar Jamming Kbots have the Kbotmovementclass now. - A bug.
Halberd, Saktoth fixed the script - Needed. Bug.
Fixed bladewing patrols, thanks to Saktoth - Needed. Bug.
Dragon Eyes can no longer be build in the water - This or some other solution was needed, as they are utterly invisible to all methods of detecting underwater!
Spies are no longer amphib - Same but even moreso because it can PARALYZE YOUR DAMN SEA STUFF.
Day has said he had 'nothing to do' with the 'last two versions' to me. The last two versions is where all these (verymuch needed, some of them rather important for neglected water games) bugfixes have been.
Arm Spy can no longer be build from the Amphid lab. - A bug. Needed as the spy would sit in your lab unable to move.to be honest none of the changes since day left have been needed
Really fixed the Arm Seer corpse metal ammount - Needed as it was more than its cost.
Tweaked Floating Radar hitsphere's so subs can kill them more easy - This was a BUG. Have you ever tried to hit one of these with a sub?
Radar Jamming Kbots have the Kbotmovementclass now. - A bug.
Halberd, Saktoth fixed the script - Needed. Bug.
Fixed bladewing patrols, thanks to Saktoth - Needed. Bug.
Dragon Eyes can no longer be build in the water - This or some other solution was needed, as they are utterly invisible to all methods of detecting underwater!
Spies are no longer amphib - Same but even moreso because it can PARALYZE YOUR DAMN SEA STUFF.
Day has said he had 'nothing to do' with the 'last two versions' to me. The last two versions is where all these (verymuch needed, some of them rather important for neglected water games) bugfixes have been.
Balanced Annihilation
ok a few thought that crossed my mind:
1)why was flash gator balance changed? it was fine..maybe you should have improved gators a bit but im talking really small change like say make
2% more hp...and than test it out again.the hitsphere change seems to drasticly alter the flash gator balance making flash really really weak vs gators at some situations.i think flash gator balance should be restored.
2)I think mexes and defensive structures should be allowed to upgrade.
the whole t2 upgrading mexes and building defensive lines all over again this time with a t2 con cause t1 defs are useless vs t2 is bs...when t2 appears t1 defences become wasted metal.why should this happen? with the appearance of a t2 lab,all your defensive structures and mexes should become upgradable,costing the same as before minus the cost of the t1 defence.
mexes should be allowed to upgrade as well,with the appearance of a t2 lab.
I was even thinking about allowing your t1 units to reclaim themselves upon your demand when you build a t2 lab thus making those t1 units usefull in that they contribute metal to building t2 and not just get slaughtered by the next t2 attack of the enemy.
These ideas can and should be altered but what do you think of them as the begining to a more logical and dynamic t1 t2 game?
1)why was flash gator balance changed? it was fine..maybe you should have improved gators a bit but im talking really small change like say make
2% more hp...and than test it out again.the hitsphere change seems to drasticly alter the flash gator balance making flash really really weak vs gators at some situations.i think flash gator balance should be restored.
2)I think mexes and defensive structures should be allowed to upgrade.
the whole t2 upgrading mexes and building defensive lines all over again this time with a t2 con cause t1 defs are useless vs t2 is bs...when t2 appears t1 defences become wasted metal.why should this happen? with the appearance of a t2 lab,all your defensive structures and mexes should become upgradable,costing the same as before minus the cost of the t1 defence.
mexes should be allowed to upgrade as well,with the appearance of a t2 lab.
I was even thinking about allowing your t1 units to reclaim themselves upon your demand when you build a t2 lab thus making those t1 units usefull in that they contribute metal to building t2 and not just get slaughtered by the next t2 attack of the enemy.
These ideas can and should be altered but what do you think of them as the begining to a more logical and dynamic t1 t2 game?
upgradable units is a stupid idea
if u want that go play or make a different mod (like CA)
that would be a huge gameplay change, and i dont see any reason WHY its needed
it takes away micro and even some strategic aspects of the game like upgrading your mexes by hand, making t2 cons for manual mex upgrades, upgrading closer mexes first (a big problem, with the upgrade system u could upgrade mexes far away very fast).
if u want that go play or make a different mod (like CA)
that would be a huge gameplay change, and i dont see any reason WHY its needed
it takes away micro and even some strategic aspects of the game like upgrading your mexes by hand, making t2 cons for manual mex upgrades, upgrading closer mexes first (a big problem, with the upgrade system u could upgrade mexes far away very fast).
- Forboding Angel
- Evolution RTS Developer
- Posts: 14673
- Joined: 17 Nov 2005, 02:43
hmm
I guess some of my suggestions are a bit too much for BA but heres one that i think is good even for Ba.
I think a radar bot should be added to kbot labs..kbots are worse than vehicles in every way.They dont have long range units like samsons or arty ,no riot tank like units... plus kbots are slower have less hp.. and so on.The only unit kbots have which is a bit more powrfull is the warrior but its more expensive than any t1 vehicle and lets see say 10 warriors deal with equal amount of metal worth levelers...suicide.. only kbot advantage is when u have a map full of hills like say Brazilian Battlefield.I think a cheap radar kbot should be added to t1 kbot labs.. that way they will be able to have better intell to compinsate some for their speed and maybe allow the radar bot to build some stuff as well?.. i dont know... maybe dragon teeth..needs more thought..the bot should be fast obviously..
I think a radar bot should be added to kbot labs..kbots are worse than vehicles in every way.They dont have long range units like samsons or arty ,no riot tank like units... plus kbots are slower have less hp.. and so on.The only unit kbots have which is a bit more powrfull is the warrior but its more expensive than any t1 vehicle and lets see say 10 warriors deal with equal amount of metal worth levelers...suicide.. only kbot advantage is when u have a map full of hills like say Brazilian Battlefield.I think a cheap radar kbot should be added to t1 kbot labs.. that way they will be able to have better intell to compinsate some for their speed and maybe allow the radar bot to build some stuff as well?.. i dont know... maybe dragon teeth..needs more thought..the bot should be fast obviously..
your taking that completely out of context, the strategic part i was refering to comes later in the sentence, you have to choose which mexes you want to upgrade (you would want to do mexes closest to your level 2 cons probably), and how much build power you want to put to the task (how many cons your going to have upgrading your mexes). These are both strategic decisions, not related to micro. If mexes are self upgradable, both these aspects will be destroyed. That is the strategic issue. On the micro side, you wont have to upgrade the mexes individually anymore or micro the cons to do it.Forboding Angel wrote:That my friend is called useless grind. It actually makes the game more difficult in a bad way than more "Strategic".flop wrote:...it takes away micro and even some strategic aspects of the game like upgrading your mexes by hand...
lawl
- 1v0ry_k1ng
- Posts: 4656
- Joined: 10 Mar 2006, 10:24
I like mex upgrader AI. If u have only land it works perfectly on auto. If u have some water mexes too.. just set some areas with area upgrade and its set. So much easyr than with hand upgrae.. rly love that AI.
BA should bring no major changes,, just balance. ty.
ATM core need much help on T2 veh. They are crap comapred do arm T2 veh. (bull and penet anyone?).
BA should bring no major changes,, just balance. ty.
ATM core need much help on T2 veh. They are crap comapred do arm T2 veh. (bull and penet anyone?).
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- Posts: 272
- Joined: 30 May 2006, 17:06
The problem is that there are pretty successful games out there that are all about the grind. The (not so) subtle distinction you make is lost on the WOW generation.Forboding Angel wrote: That my friend is called useless grind. It actually makes the game more difficult in a bad way than more "Strategic".
Setting ordered upgrade areas is broken in the current version of spring.
Units don't seem to obey the area upgrades, and usually work whatever is closest to them and follow a radius pattern, instead of following those rings that you place down.
Area reclaim which follows the same rule, is broken as well, Units love to go half ways across a map instead of reclaiming metal that you defined in the area reclaim ring, or they ignore metal that is right next to them.
Units don't seem to obey the area upgrades, and usually work whatever is closest to them and follow a radius pattern, instead of following those rings that you place down.
Area reclaim which follows the same rule, is broken as well, Units love to go half ways across a map instead of reclaiming metal that you defined in the area reclaim ring, or they ignore metal that is right next to them.