Balanced Annihilation V5.91 - Page 12

Balanced Annihilation V5.91

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LordMatt
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Post by LordMatt »

DZHIBRISH wrote:Noize%Day.
think of decreasing weasel jeffy dps by 7-10%.
please think of decreasing flash/gator dps by 5%.
Please think of Increasing merl/diplomat fire speed but leaving the dps the same.
think of increasing hammer/thud hp and decreasing turnrates a bit.
dicreasing flee dps by 5%.
increase panther fire rate decrease dmg appropriatly.
think of decreasing slasher/samson dps by 5 or so percent.
increase t1 arty turn rate a bit.
Scouts are fine as is. It is not clear to me that any of those other changes are needed either.
DZHIBRISH wrote: well flea gator flash weasle and jeffy are very fast and have huge advantages .they are very egile and speedy,i think that a little tweak making them just a bit weaker will make using raiders stumpies and kbot more viable.
I think that will be a good change to the gameplay eventhough these are smalle changes thats exactly the samll tweaking needed to make the mod even better.
merl and diplomat are units that dont get used alote because they shoot very slowly and it takes them tons of time to do dmg,they also often shoot on targets they cant hit like moving small units,so by making them do less dmg each shot but shooting faster they wil become more viable and more balanced in comparison to the rest of the vehicles in t2 labs.
i dont see any way in which that will make it unbalanced sine it will still be doing the same dmg as it did but dozes in small portions so it can actually hit more and get used easier than before ,requiring less micromanagment on it.
panthers are similair to merls,just make em shoot faster but make less dmg,thus allowing them to hit more things while moving.remember those are all small changes as you can see in my previous massage.
about the arty,perhaps chnaging turn rates wont help,maybe make em faster but make them turn even slower.that way they are more mobile on the battle field and can be used more but when rushed it will still be hard for them to run away.problem with t1 arty is that they are mainly used to kill hlt cause u got smason and slashers ti kill llts and they are also aa and can be very good supproting attackers since they have fast missiles that rarely miss(relativly).i think increasing speed making them turn slower and maybe reducing acceleration will aloow them to move faster to far away location while making sure they cant easily escape rushes.i htink they should also be cheaper since they are ver yspecific units .the cost more than flash while flash has a lote more functions to it and is very flexible.
arties are mainly for bombarind stationary targets and how often do you have a very very steady front line ?rarely.so they are very caprice.i think a slight reduction in cost will make t1 gameplay better.
samsons and slashers should have their dps reduced a bit just cause it feels like it will be better balanced that way,i suggest small changes that cant ruin but its hard to predict if they will worsen the game or not.i think it should be changed and than we will see if it makes gamepla ybetter or not.if not revert but the mod will not be ruined by such a small misbalance(if you look at the percentages i suggested).ah shit.forgot thuds hammers.well basiclly i think the changes will make them differ more in a good way from rocko/storm.rockos and storms are stingers,they attack and back up thuds hammers are more head to head full frontal assault.so i think by making them turn slower but adding either dps or hp will make them even more head on but more suseptible to faster units or attacks from the side.maybe make the, accelerate slower so that they will be good at frontal head on assault but bad vs fast units or when the situaion changes fast .(but they will be better vs buildings and heavier units...while warrior shoule and already is? a tough high hp high dps agile unit..thus it costs more.. so if u fear the thud/hammer hp is closing in on the warrior i dont think you should cause warrior is a different unit that is actually good versus any t1 unit and is agile and flexible.:)i just want to say that about the slahers/samsons i was just trying to say that the might be just a bit oped,shooting air easily outrange llt and are no that low hp or high cost.Plus the kbot aa unit cant shoot ground,only air ...so it cant outrange llts and when it supports a force as aa it cant also support it vs ground yet ir costs only 25 metal less..plus the samson slasher also has double hp..than its kbot counterpart and is of course faster..
This is completely unreadable. Even if you had good ideas, no one is going to bother to read garbage text like this.
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lurker
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Post by lurker »

Well I read it easily enough, and don't worry, you're not missing anything. It's just a mess of half-thought-out points.
DZHIBRISH
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Post by DZHIBRISH »

Nothing incomplete about them all those chanes try to deal with units that are either half redundant or units that can be used in an extremly big veriaty of situations and dont cost enough.But I wont bother anymore,i guess i failed to realize that BA is actually already perfectly balanced.
Klopper
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Post by Klopper »

DZHIBRISH wrote:Noize%Day.
think of decreasing weasel jeffy dps by 7-10%.
If anything i'd rather say weasel needs MORE dps because compared to jeffy it is slow like hell :lol:

BTW is it intended behavior that torpedoes can be easily blocked by other ships? For example, if you have some cruisers fighting with battle subs you can easily protect the cruisers from lots of the sub damage with a scout boat team you put in front of them.
Some other strange thing: Corvettes do special damage against commanders...nothing gamebreaking but unique since iirc no other ships have that special damage buff...
Also i noticed something strange with t1 sonars, sometimes subs seem not to be able to shoot them. In a tropical game where i had sea, several times i tried to do it with t1 and t2 battle subs, but no matter how i moved them they just sat there in front of the sonar doing nothing.
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Sleksa
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Post by Sleksa »

BTW is it intended behavior that torpedoes can be easily blocked by other ships? For example, if you have some cruisers fighting with battle subs you can easily protect the cruisers from lots of the sub damage with a scout boat team you put in front of them.
yes it is intended and it was done already in OTA
Saktoth
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Post by Saktoth »

I just gotta say that Evil4Zerggin makes really excellent posts and has made prettymuch all the points id like to have made- he even made a diagram! So, just agreeing with him.
BTW is it intended behavior that torpedoes can be easily blocked by other ships? For example, if you have some cruisers fighting with battle subs you can easily protect the cruisers from lots of the sub damage with a scout boat team you put in front of them.
Micro \m/. The usual strat with corvette mixed with destroyer when fighting superior subs is to run the corvettes in front of all the torpedoes. One destroyer can take out several subs if you intercept the torpedoes this way. Its also the major reason why scout boats are so good vs torpedo planes- the torp planes just never hit their targets, they'll hit a scout instead.

So, its good and an integral part of sea micro.
Some other strange thing: Corvettes do special damage against commanders...nothing gamebreaking but unique since iirc no other ships have that special damage buff...
This is just noize being a noob and taking the LLT weapon exactly- it means a whole bunch of other things too like the E drain. As it turns out all this stuff, though unintended, isnt so bad. The thing with ships is they are god damn expensive. If you d-gun one you are d-gunning a LOT, so the vette having a damage bonus vs coms isnt so bad.

Does it really need it though? No. No it doesnt. Does it matter? No. No it doesnt. Much like the subs special damage to torpedo launchers (which is retarded but doesnt really matter).

As for your third problem, with sonars, ive never had it. Happens that the torpedoes wont hit a floating radar sometimes, though.
Last edited by Saktoth on 16 Dec 2007, 09:00, edited 1 time in total.
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LordMatt
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Post by LordMatt »

I don't think the e-drain is good. Most laser units provide their own power (and I got burned assuming that for corvettes :()
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Sleksa
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Post by Sleksa »

This is just noize being a noob
YOU ARE DUMB DIE IN A FIRE!!

WarC never make mistakes.

it is a carefully thought feature!
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Complicated
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Post by Complicated »

Sleksa wrote:
This is just noize being a noob
YOU ARE DUMB DIE IN A FIRE!!

WarC never make mistakes.

it is a carefully thought feature!
orly?

v5.7 with the tier two core kbot lab?
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Complicated
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Post by Complicated »

Sleksa wrote:
This is just noize being a noob
YOU ARE DUMB DIE IN A FIRE!!

WarC never make mistakes.

it is a carefully thought feature!

ORLY?

*Cough v5.7*
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ginekolog
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Post by ginekolog »

i did some more extensive water tests, cost for cost.

1. Battlesubs die to destryer and cruiser even with allmost no micro. With micro even 1 dest can kill battle sub, wtf.

2. T1 sub die to destryer 1v1. Dest is a little more expensive but sub shoud pwn sea.

3. Even 2 crusier kill battleship (4k vs 5.7k). This makes bats useless.

4. 1 curiser barely kills 2 dest. That is ok.

Imo balacend sea would need: better subs and bats.
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REVENGE
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Post by REVENGE »

We need those bigass smart guided torpedos of OTA days for the battle subs. No ammount of micro saved your ass from those.
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smoth
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Post by smoth »

Sleksa wrote: YOU ARE DUMB DIE IN A FIRE!!
I read this as:

"YOU ARE DUMB ON FIRE"

lol like they were burning shit or something.
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Sleksa
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Post by Sleksa »

smoth wrote:
Sleksa wrote: YOU ARE DUMB DIE IN A FIRE!!
I read this as:

"YOU ARE DUMB ON FIRE"

lol like they were burning shit or something.

stop ruining the funny
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smoth
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Post by smoth »

Sleksa wrote:stop ruining the funny
:cry:
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ginekolog
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Post by ginekolog »

REVENGE wrote:We need those bigass smart guided torpedos of OTA days for the battle subs. No ammount of micro saved your ass from those.
Torpedos might be fine but battlesub has only 45 degree firing angle and slow turning speed. Thats why its easy target.
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REVENGE
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Post by REVENGE »

ginekolog wrote:
REVENGE wrote:We need those bigass smart guided torpedos of OTA days for the battle subs. No ammount of micro saved your ass from those.
Torpedos might be fine but battlesub has only 45 degree firing angle and slow turning speed. Thats why its easy target.
I think the old ones could fire from the front, do a u-turn, then still hit the target. :twisted:
Saktoth
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Post by Saktoth »

LordMatt wrote:I don't think the e-drain is good. Most laser units provide their own power (and I got burned assuming that for corvettes :()
It allows Hovers some kind of recourse vs corvetes. If you can penetrate his line and raid his e, his huge corvette armies become useless vs your hovers.

Its not a bad dynamic, to be honest i think it would be interesting if more laser units used e to fire. Just make sure you have a bit of excess. Det tends to use e storages (underwater ones, so hover-proof) while i tend to run a small metalmaker economy so that ive always got excess e when i need it.

Its a real pain in the butt the first time you realise it though, it took me ages to get used to it.

As for roy vs sub, gine, this is all micro. Its prettymuch 50/50 with 0 micro but considering the huge amount that a sub vs roy war depends on how you micro them, thats prettymuch all it comes down to.
el_matarife
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Post by el_matarife »

Request: double the "reflective" power of plasma shields or in some other way redo them. My testing shows that a single shield can't reliably block shots from one Bertha, because the physics model tends to let the plasma shots hit pretty far inside its radius. Two shields will stop at least 21 Bethas shooting at them, but not for a very far radius forward of the shield generator. There's about enough space to safely build a wall in front of the shield generators before the area that's being hit by lucky plasma shots. I'm not sure a plasma shield should be guaranteed immunity from LRPC shots, but currently it is practically worthless against them since lucky shots from LRPCs can kill the shield generator itself if you don't have at least two.

Also, currently the Juggernaut is basically unkillable unless it does something dumb like get stuck on wreckage or let a commander sneak up and D-Gun it. Make its health 200K at most, and let the Sniper, Doomsday Machine, Annihilator, Skuttle, and a few other T3 counter units do extra damage to it just like they do to Krogs or Orcones.

Can you make LRPC shots not hit friendly planes?
tombom wrote:Fake commander doesn't have santa hat :(
This is worthy of a quick point patch since it really sucks for commander ends games right now. Seriously, please put together a quick point patch for this issue plus Juggernauts.
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KDR_11k
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Post by KDR_11k »

Is that for enemy fake coms too? Does the decoy com use the proper decoy tags? If both are yes there's an issue with LuaUI read permissions.
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