I don't think OTA units should somehow have a special position, BA isn't OTA so it should select units according to its own balance needs, not something else's.LordMatt wrote:I don't think OTA units should be removed though.
Balanced Annihilation V6.1
Moderator: Moderators
Re: Balanced Annihilation V6.1
Re: Balanced Annihilation V6.1
FFS..BA is not OTA...ATM its just a mix of different models with equal uglyness.
Thats basiclly all that binds them together..
Thats basiclly all that binds them together..
Re: Balanced Annihilation V6.1
Without mobile antis some teamgames could fall into stalemate as soon as nukes come into play since whenever an army moves out of static anti range to advance it could be immediately nuked...antis are neither cheap nor built very fast so it isn't always possible to hold a position long enough to provide static anti cover.
Re: Balanced Annihilation V6.1
That is a good point. I suppose mobile anti could be given a small radius to make it useful for protecting a mobile army, but less effective protecting a base.Klopper wrote:Without mobile antis some teamgames could fall into stalemate as soon as nukes come into play since whenever an army moves out of static anti range to advance it could be immediately nuked...antis are neither cheap nor built very fast so it isn't always possible to hold a position long enough to provide static anti cover.
Re: Balanced Annihilation V6.1
So how are the shields now?
Re: Balanced Annihilation V6.1
solid :D
Good job adding the battery into them too, works like a charm pretty much when they can be worn down over time instead of being impregnable.
It also makes the specialty units like Snipers, Banisher, Merl/Diplomat, Zeus, Penetrator, Blade/Rapier/Liche, and standard bombs uniquely valuable for striking them.
Good job adding the battery into them too, works like a charm pretty much when they can be worn down over time instead of being impregnable.
It also makes the specialty units like Snipers, Banisher, Merl/Diplomat, Zeus, Penetrator, Blade/Rapier/Liche, and standard bombs uniquely valuable for striking them.
Re: Balanced Annihilation V6.1
The problem is that not only scarabs miss, but also ordinary antinukes. At least make them fire multiple antimissiles, because now even if I have 100 of them, of one misses then I loose.
Re: Balanced Annihilation V6.1
They are going to fix it so it never misses like it used to instead :)
Nukes have a big area of effect, so if mobile antis have their radius of effect reduced, nukes might become able to damage the armies by hitting just in the border of the antinuke range... has to be tested to discover tough :)
Maybe we could make mobile antinukes be one use only, that is, the unit loses its antinuke capability after launching one antinuke, so it would be usefull to protect an arm that will get killed/kill the enemy soon, but not for a base that is supposed to stay in one piece the whole game :)
Nukes have a big area of effect, so if mobile antis have their radius of effect reduced, nukes might become able to damage the armies by hitting just in the border of the antinuke range... has to be tested to discover tough :)
Maybe we could make mobile antinukes be one use only, that is, the unit loses its antinuke capability after launching one antinuke, so it would be usefull to protect an arm that will get killed/kill the enemy soon, but not for a base that is supposed to stay in one piece the whole game :)
Re: Balanced Annihilation V6.1
TBH i don't think mobile antis need to be changed except for current aiming issues, they are slow, fragile, cost tons of cash and making one blocks your precious t2 lab forever...
Re: Balanced Annihilation V6.1
????Klopper wrote: and making one blocks your precious t2 lab forever...
Re: Balanced Annihilation V6.1
One mobile anti in BA has the buildtime and e-cost of 4 goliaths. Maybe not "forever" but "a really long time".BaNa wrote:????Klopper wrote: and making one blocks your precious t2 lab forever...
Re: Balanced Annihilation V6.1
They make nukes close to useless tough, if you use one to defend your base instead of a fixed antinuke: To start with, only fixed units have their positions and action range marked so if an ally had scouted an area instead of you you could launch a nuke not knowing there was mobile anti there, and the fact that they can move around makes it really hard to try to assassinate em...Klopper wrote:TBH i don't think mobile antis need to be changed except for current aiming issues, they are slow, fragile, cost tons of cash and making one blocks your precious t2 lab forever...
Re: Balanced Annihilation V6.1
IIRC, when I was arguing that the vulcan was a pointless thing to have in the mod, someone said OTA units shouldn't be removed, though considering the lack of the immolator, that can't be true.KDR_11k wrote:I don't think OTA units should somehow have a special position, BA isn't OTA so it should select units according to its own balance needs, not something else's.LordMatt wrote:I don't think OTA units should be removed though.
Re: Balanced Annihilation V6.1
Yes, Caydr ripped that one out!!! perhaps i should add it back inZellSF wrote:IIRC, when I was arguing that the vulcan was a pointless thing to have in the mod, someone said OTA units shouldn't be removed, though considering the lack of the immolator, that can't be true.KDR_11k wrote:I don't think OTA units should somehow have a special position, BA isn't OTA so it should select units according to its own balance needs, not something else's.LordMatt wrote:I don't think OTA units should be removed though.

Re: Balanced Annihilation V6.1
How quickly can a vulcan punch through shields now?
Does it finally have a purpose over just building 10 berthas?
Does it finally have a purpose over just building 10 berthas?
Re: Balanced Annihilation V6.1
I would say yes in principle, but because its a lame anti-flash core unit I say no.NOiZE wrote: Yes, Caydr ripped that one out!!! perhaps i should add it back in

Re: Balanced Annihilation V6.1
NOiZE. Add it now. I know many people who agree with me, for Core is LEGION.LordMatt wrote:I would say yes in principle, but because its a lame anti-flash core unit I say no.NOiZE wrote: Yes, Caydr ripped that one out!!! perhaps i should add it back in
Re: Balanced Annihilation V6.1
Arm could get their Mumbo back to compensateneddiedrow wrote:NOiZE. Add it now. I know many people who agree with me, for Core is LEGION.LordMatt wrote:I would say yes in principle, but because its a lame anti-flash core unit I say no.NOiZE wrote: Yes, Caydr ripped that one out!!! perhaps i should add it back in

Also, why not re-introduce the good old t3 mobile berthas (maybe with their "old" BB accuracy if current improved accuracy should prove too powerfull)? THAT would give the t3 gantry some real purpose

Re: Balanced Annihilation V6.1
Hallo
I have a problem. I don't know what are for all those units in this mod. I mean, one day I will understand all units, but that it takes... time. I searched over tis site and didn't found anything about units description.
Because of the great number of units it hard to realize what all are doing. For example the one within "intrusion system" or so (I don't remember very well his name now). What he does? And some other buildings. I used to play OTA, I know all old units but not the new ones.
What about a short (or more detailed) description about BA units (with pictures, of course) at BA address: http://spring.clan-sy.com/wiki/Balanced_Annihilation
I have a problem. I don't know what are for all those units in this mod. I mean, one day I will understand all units, but that it takes... time. I searched over tis site and didn't found anything about units description.
Because of the great number of units it hard to realize what all are doing. For example the one within "intrusion system" or so (I don't remember very well his name now). What he does? And some other buildings. I used to play OTA, I know all old units but not the new ones.
What about a short (or more detailed) description about BA units (with pictures, of course) at BA address: http://spring.clan-sy.com/wiki/Balanced_Annihilation
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Re: Balanced Annihilation V6.1
Well I think this is pretty easy fo figure out as most descriptions pretty much tell you everything you have to know about this unit. For having an EXACT idea in which situation which unit would be the best, well - that's gaming experience...Because of the great number of units it hard to realize what all are doing.
You're right concerning that "intrusion system" for which I once had proposed a description change. It does spawn sort of small flashy red circles where enemy units are moving. The sense behind this is that in contrast to radars you cannot jam this effect. The downside is that your turrets and units won't auto target those sensor reports. So if your enemy tries to let a spy slip into your base you have to give attack orders yourself to kill it...

@New unit discussion:
Well I could give you my Arm Immolator counterpart...

But at first:
OMG AN EXTENSION DISCUSSION! INFORM THE MAJOR SO HE CAN CALL SLEKSA!!!