Balanced Annihilation V5.91
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The Defense Range widget only automats the process of manually selecting the equivalent defense structure from a build menu, hovering it over the enemy one and marking a spot at the edge of its range, something i have sometimes done especially with enemy antinukes. Currently it is available in a newer version though (3.3 iirc), so you may rather want to use that one for your mod.
Also i have seen there haven't been any changes to shields...will they stay the way they are atm or haven't they just been looked into yet?
Also i have seen there haven't been any changes to shields...will they stay the way they are atm or haven't they just been looked into yet?
or it helps unskilled players play with skilled players. unnecessary micro clutters a game and in general will detract from gameplay. This sort of helpful illustration in game is a good thing as it allows people to focus on what is really important.neddiedrow wrote:The manual process actually requires attention, effort, and time. Things which help distinguish a skilled player from an unskilled player. The use of the widget for this as for CA seems tantamount to promoting laziness.
Except being aware of ranges and effective ranges is actually important. Knowing that there is an Anti-nuke is actually important, it should require you to do some footwork, not just let the range be indicated and a point be autodropped on the map for you and all your allies to benefit from without effort. Not to mention, some people can not run Lua effectively... and what happens if you have to reload it?
I think radar vehicles might be more used if they were made T1 and balanced appropriately.ZellSF wrote:Good you fixed radar vehicles, but can you say what the intended purpose for them was with that nerf? They don't seem to have any advantage as T2 vehicles now that T1 vehicles don't.
Otherwise, awesome changes.
This definitely should be fixed.[Krogoth86] wrote:Annihilator issue
Noize is a core fanboi so he never nerfs core as much as is really needed.Klopper wrote:Also, thx for not nerfing Core too hard, after Core nerf announcement i feared the worst Laughing

I know the ranges of a lot of units by memory, but I don't care if this widget helps others know them without. No game is going to turn on this feature and removing silly micro (not skilled micro) should be promoted. No one should ever make a jeffy raiding widget, as that would take away an important aspect of the game, however there's nothing wrong with displaying the ranges of an enemies defensive towers after you have discovered their locations.neddiedrow wrote:Except being aware of ranges and effective ranges is actually important. Knowing that there is an Anti-nuke is actually important, it should require you to do some footwork, not just let the range be indicated and a point be autodropped on the map for you and all your allies to benefit from without effort. Not to mention, some people can not run Lua effectively... and what happens if you have to reload it?
to me reads like this:neddiedrow wrote:Except being aware of ranges and effective ranges is actually important. Knowing that there is an Anti-nuke is actually important, it should require you to do some footwork, not just let the range be indicated and a point be autodropped on the map for you and all your allies to benefit from without effort. Not to mention, some people can not run Lua effectively... and what happens if you have to reload it?
Ranges are important and knowing them is. However, people should be distracted by needless micro in order to level the playing field. The game should not have any sort of intuitive or outright indication of range on a unit. Instead the player should be forced into an unnecessary and distracting set of keystrokes and camera movement because this is skill.
The following article talks about the clutter micro can cause.
http://www.gamasutra.com/features/20040 ... on_pfv.htm
To me it is an unnecessary step and an over complication in a game which is overly complicated as it is.
Last edited by smoth on 05 Dec 2007, 00:53, edited 1 time in total.
BTW you might want to have a look into the hitspheres of floating radars and t1 shipyards, i recently have seen t1 subs shooting at them for minutes and their torpedoes just went by under them without hitting. Maybe other sea stuff is affected as well but it is these two that i have seen it happen with recently.
Smoth, I've written articles on unnecessary features and micro, you don't need to refer me to the works of another person.
I simply feel that this takes the automation of intelligence gathering beyond an acceptable level, similar to the level of interference generated by a GroupAI that micromanages your Rocko or the widget that makes your Nanoturrets reclaim enemy units that come into range automatically. Attention should be a prerequisite for playing the game, not something you treat as fluff to be excised out of play. If the widget functions in a game where ghosting is turned off, then it is unacceptable - otherwise, I'm not going to belabor the point.
I simply feel that this takes the automation of intelligence gathering beyond an acceptable level, similar to the level of interference generated by a GroupAI that micromanages your Rocko or the widget that makes your Nanoturrets reclaim enemy units that come into range automatically. Attention should be a prerequisite for playing the game, not something you treat as fluff to be excised out of play. If the widget functions in a game where ghosting is turned off, then it is unacceptable - otherwise, I'm not going to belabor the point.
- KingRaptor
- Zero-K Developer
- Posts: 838
- Joined: 14 Mar 2007, 03:44
I might point out that upgrading mexes and geos manually requires attention, effort and time, yet no-one wants to do it for some reason (except those who want all the advantage they can get by having the light mex still running while the mohomex is being built).
Ditto for routing units without waypoints, manual formations, etc. etc.
Ditto for routing units without waypoints, manual formations, etc. etc.
i like to choose manually which mexes i upgrade first, usually i can make a better decision than the aiKingRaptor wrote:I might point out that upgrading mexes and geos manually requires attention, effort and time, yet no-one wants to do it for some reason (except those who want all the advantage they can get by having the light mex still running while the mohomex is being built).
Ditto for routing units without waypoints, manual formations, etc. etc.
- Evil4Zerggin
- Posts: 557
- Joined: 16 May 2007, 06:34
That's because patterns need electricity to stay alive. Clones are better!Evil4Zerggin wrote:With the sub changes in this version and the Battle Sub actually being useful (at least I think it will be), I feel I should mention this: the CORE Battle Sub (Leviathan) has a net drain of 14.5 energy, while the ARM one does not.