Balanced Annihilation V6.1 - Page 2

Balanced Annihilation V6.1

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eriatarka
Posts: 67
Joined: 26 Jan 2008, 18:50

Re: Balanced Annihilation V6.1

Post by eriatarka »

Ah, thanks. Guess I hadn't fully realized that this was a separate LuaUI widget. It's much better with that off.
Lupus
Posts: 37
Joined: 18 Jan 2008, 22:23

Antinukes from Scarabs don't work ^^

Post by Lupus »

Hello,
we've been playing standard noobish 6v6 DSD, and my team was laming like hell, and nobody made Buzzsawww!!!11...

Anyway, one of my teammates made a Scarab - Mobile Anti-missile Defence (arm bot T2). And somebody launched a nuke toward the Scarab. And... The Scarab launched an anti-nuke toward the incoming nuke... And... The missiles missed each other :D After passing near the nuke, the anti-nuke turned back and tried to chase the nuke, but it isn't that fast ^^ Anyway, it was beautiful sight, magnificent anti-nuke turning back and a great blow later ^^

I just thought you might want to know about this. Maybe it's known, I don't know.

After that game we've tried some more nuking Scarabs and they were often missing ^^
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Evil4Zerggin
Posts: 557
Joined: 16 May 2007, 06:34

Re: Balanced Annihilation V6.1

Post by Evil4Zerggin »

The Scarab's low AoE often causes it to miss (it has much lower AoE than static antinukes). The reason it has lower AoE is if it had the same AoE as the static antinuke and you moved it next to an enemy nuke launcher, it would hit the nuke so soon that the nuke launcher, Scarab, and anything in the area would be destroyed.

If greater reliability is desired, increase the Scarab's (and the Hedgehog's) weaponvelocity.
YokoZar
Posts: 883
Joined: 15 Jul 2007, 22:02

Re: Balanced Annihilation V6.1

Post by YokoZar »

Evil4Zerggin wrote:The Scarab's low AoE often causes it to miss (it has much lower AoE than static antinukes). The reason it has lower AoE is if it had the same AoE as the static antinuke and you moved it next to an enemy nuke launcher, it would hit the nuke so soon that the nuke launcher, Scarab, and anything in the area would be destroyed.

If greater reliability is desired, increase the Scarab's (and the Hedgehog's) weaponvelocity.
Is that really a problem? I mean, how often does a scarab get so close to a nuke launcher that it can blow it up before it leaves the ground?
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Evil4Zerggin
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Re: Balanced Annihilation V6.1

Post by Evil4Zerggin »

More likely than a fixed launcher or a carrier doing the same. At least that's the only reason I can think of for a lower AoE on mobile antis.
el_matarife
Posts: 933
Joined: 27 Feb 2006, 02:04

Re: Balanced Annihilation V6.1

Post by el_matarife »

Evil4Zerggin wrote:The reason it has lower AoE is if it had the same AoE as the static antinuke and you moved it next to an enemy nuke launcher, it would hit the nuke so soon that the nuke launcher, Scarab, and anything in the area would be destroyed.
Honestly the real solution is not to have nukes detonate when hit by antinuke missiles anyway. I don't know how easy it is, or if it is even possible but it would fix this plus any other issues with nukes still detonating after being hit.

Also, I was mostly under the impression an antinuke would fire only if the missile was going to land in its range, not if the nuke passed through its range ring. Is that inaccurate?
manored
Posts: 3179
Joined: 15 Nov 2006, 00:37

Re: Balanced Annihilation V6.1

Post by manored »

This might be a engine issue, but I have the impression that BA (or Spring) has been crashing more frequentely lately. And crashes changed: the game pauses instead of becoming a weirdage. Has anyone else had the impression of that crashes increased?
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MR.D
Posts: 1527
Joined: 06 Aug 2005, 13:15

Re: Balanced Annihilation V6.1

Post by MR.D »

If you can successfully get a Scarab next to an enemy nuke Silo, and he is dumb enough to launch it, you should be rewarded with that kill.

Nuff said.

Fix the damn mobile Anti.
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Evil4Zerggin
Posts: 557
Joined: 16 May 2007, 06:34

Re: Balanced Annihilation V6.1

Post by Evil4Zerggin »

el_matarife wrote:Also, I was mostly under the impression an antinuke would fire only if the missile was going to land in its range, not if the nuke passed through its range ring. Is that inaccurate?
AFAIK that is the case. When I tested I targeted the nuke within the antinuke's range.
manored
Posts: 3179
Joined: 15 Nov 2006, 00:37

Re: Balanced Annihilation V6.1

Post by manored »

MR.D wrote:If you can successfully get a Scarab next to an enemy nuke Silo, and he is dumb enough to launch it, you should be rewarded with that kill.

Nuff said.

Fix the damn mobile Anti.
I cant imagine a situation (not caused on purpose by both sides) where a mobile antinuke would get close to a nuke launcher winhout getting killed or with the nuke launcher not being killed before that happened...
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MR.D
Posts: 1527
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Re: Balanced Annihilation V6.1

Post by MR.D »

Thats my point.

You would never get a mobile Anti anywhere near an enemy nuke, ever. I was just responding to evil4zergin's post.

However what does need to happen is mobile anti should react with the same quickness as a fixed silo, and its weapon should launch/travel and intercept a nuke at the same rate as a normal Anti-nuke silo, period.
Lupus
Posts: 37
Joined: 18 Jan 2008, 22:23

Re: Balanced Annihilation V6.1

Post by Lupus »

Just, if you need some proof, take a look at this replay I prepared. In this replay I nuke close to the Sracab and the Scarab misses badly :D

This is bad, and it should be fixed :D Otherwise, the Sracab is just plain useless ^^

I did the same in BA6.0 and the Scarab worked perfectly, so it is a bug in the new version 6.1.

EDIT:
Bad new everyone, I tried the same thing with arm Procector (Anti-Nuke system) and they were also missing often... They miss when you attack near the maximum defence range of Protectors.

In all my next games I'm making only nukes :) And no anti - no point :D
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manored
Posts: 3179
Joined: 15 Nov 2006, 00:37

Re: Balanced Annihilation V6.1

Post by manored »

I nearly always make a nuke then I get uber econ In case I get a target... now its gonna be double worth :twisted:
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Brabby
Posts: 7
Joined: 04 Jan 2007, 10:43

Re: Balanced Annihilation V6.1

Post by Brabby »

Hi,

i have a problem with my custom /LuaUI/ctrlpanel.txt
With BA 6.0 all ok but with BA 6.1 my custom settings seems to be ignored. Any hints or a bug?

wkr

Brabby
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Neddie
Community Lead
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Joined: 10 Apr 2006, 05:05

Re: Balanced Annihilation V6.1

Post by Neddie »

There is a widget that forces you to use a game defined one, you may deactivate it from the Lua controls ingame.
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Brabby
Posts: 7
Joined: 04 Jan 2007, 10:43

Re: Balanced Annihilation V6.1

Post by Brabby »

Thx :)
neddiedrow wrote:There is a widget that forces you to use a game defined one, you may deactivate it from the Lua controls ingame.
aragon
Posts: 14
Joined: 20 Jan 2008, 13:44

Re: Balanced Annihilation V6.1

Post by aragon »

looks like bug in BA61: viewtopic.php?f=11&t=13900
CautionToTheWind
Posts: 272
Joined: 30 May 2006, 17:06

Re: Balanced Annihilation V6.1

Post by CautionToTheWind »

Maybe the lvl 2 kbots Flak gun could shoot faster? As it is now it shoots so slow it feels like it only shoots once. I know they also have the missiles but often at tier 2, flak is the only hope.
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det
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Joined: 26 Nov 2005, 11:22

Re: Balanced Annihilation V6.1

Post by det »

I don't like the concept of the Scarab in the first place. The fun thing about nukes is that they are easy to counter (anti-nuke is way cheap in comparrison), but then your whole defense relies on that one structure, enabling anti-killing missions. Late game really needs these kind of hard-counters to be able to end properly. A Scarab in base is near impossible to Scout/Kill/EMP. It really takes the strategy away from a really interesting game element.
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LordMatt
Posts: 3393
Joined: 15 May 2005, 04:26

Re: Balanced Annihilation V6.1

Post by LordMatt »

I don't think OTA units should be removed though.
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