Balanced Annihilation V6.1 - Page 6

Balanced Annihilation V6.1

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Saktoth
Zero-K Developer
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Re: Balanced Annihilation V6.1

Post by Saktoth »

[Krogoth86] wrote:Some Things
Check out all the rest of the hovercraft, esp the missile ones and the cons- its because they were resized but the scripts movement values remained the same.

There are little quirky weirdnesses like this all over AA derived mods.
[Krogoth86]
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Joined: 23 Aug 2007, 19:46

Re: Balanced Annihilation V6.1

Post by [Krogoth86] »

Well I did post a fix for the Arm Constr. Hovercraft some while ago (already is in BA) but after hearing what you said I might go ahead and check all of the hovers in detail...

The strange thing is that I noticed the bad Slinger behaviour only when posing it for creating new buildpics. I did never notice ingame that the turret is always extended and is totally wrong... :wink:
[Krogoth86]
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Re: Balanced Annihilation V6.1

Post by [Krogoth86] »

I in fact found a problem with the Core Constr. Hovercraft (doors open the wrong direction) and the Swatter having similar problems as the Slinger (although it didn't auto-extend)...

Have fixed both now (see attachment)...

Edit:
Sorry for double posting btw...
Attachments
armah and corch.rar
Fixed Swatter & Core Constr. Hover
(3.64 KiB) Downloaded 34 times
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ginekolog
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Re: Balanced Annihilation V6.1

Post by ginekolog »

noize, could u please change MinWaterDepth for Flagships and Carriers to MinWaterDepth = 15, like all other big ships? ATM they have MinWaterDepth = 30 and its limiting them on too many water maps.

Last game i build hydra on TheRock and it could move only to first "bridge". Too bad. If it wont ruin balance, its worth changing.

PS: Millennium is limited too with MinWaterDepth = 30 while Warlord has 15.

Battlesubs are fine now with improved turn rate. Actually water is overall fine imo.
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NOiZE
Balanced Annihilation Developer
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Re: Balanced Annihilation V6.1

Post by NOiZE »

Thanks for all the reports / fixes.
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MR.D
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Re: Balanced Annihilation V6.1

Post by MR.D »

I have a suggestion with radar & high LOS planes.

Once a radar plane is destroyed, and this goes for any aircraft with good LOS, Antiair weapons will stop shooting at them, but they maintain their long range visibility as they tumble down.

Is it possible to have an on/off toggle once these high LOS planes are killed, so that their visibility is reduced or eliminated?

Reason I say this, is once you've knocked down a radar plane and effectively killed it, it can keep flying quite a distance, and still uncover alot of ground.

It just seems unfair for a dead plane to keep revealing map information.

On top of that, you have planes which can cause massive ground damage once they crash, such as the Stiletto and the Liche which can still knock out or severely damage anything on the ground where it lands.
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BlueTemplar
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Re: Balanced Annihilation V6.1

Post by BlueTemplar »

Non-gunship air is already not used much in games for attack (except for the recurring crow game-ender), so IMHO air, especially bombers, shouldn't be nerfed.
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MR.D
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Re: Balanced Annihilation V6.1

Post by MR.D »

Who said anything about nerfing bombers?
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BlueTemplar
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Re: Balanced Annihilation V6.1

Post by BlueTemplar »

you have planes which can cause massive ground damage once they crash, such as the Stiletto and the Liche
manored
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Re: Balanced Annihilation V6.1

Post by manored »

I dont think he was talking about nerfing then, but changing something so that the defender can prevent that destructible crash...
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MR.D
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Re: Balanced Annihilation V6.1

Post by MR.D »

Did you even read what I typed?

Or just skipped to the end?
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Acidd_UK
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Re: Balanced Annihilation V6.1

Post by Acidd_UK »

As much as I love air, Mr D is right, esp for the radar planes LOS issues.
Saktoth
Zero-K Developer
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Re: Balanced Annihilation V6.1

Post by Saktoth »

On top of that, you have planes which can cause massive ground damage once they crash, such as the Stiletto and the Liche which can still knock out or severely damage anything on the ground where it lands.
Just reduce the explodeAs to something smaller, pretty simple fix.
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BlueTemplar
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Re: Balanced Annihilation V6.1

Post by BlueTemplar »

Well, I'm not sure about disabling the los of crashing planes, it seems to me that it would make air scouting too easy to counter. Also, IMHO when a plane is crashing, it's because it's propulsion is down, radar and signal transmission are probably still working... of course the los could be reduced, or maybe you could have an option to keep shooting crashing planes.

In fact, I love the whole plane crashing effect, especially when it's a big one like the Liche, it makes an AA defense less easy to set up, that's why I would not like it to get nerfed.
[Krogoth86]
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Re: Balanced Annihilation V6.1

Post by [Krogoth86] »

I just found out that Arm Tritons and Core Crocs don't leave corpses but immediately their heaps. Was that on purpose?

If no you should change the corpse entries in their FBIs to xxx_dead instead of xxx_heap. If yes you might want to do the same for the Core Poison Arrow as it's also an amphibic tank but it does leave a corpse...
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ginekolog
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Re: Balanced Annihilation V6.1

Post by ginekolog »

how about making amphibs actually usefull by increasing their underwater speed? Check CA or SA.
[Krogoth86]
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Re: Balanced Annihilation V6.1

Post by [Krogoth86] »

ginekolog wrote:increasing their underwater speed
How to do that btw?

Edit:
Ah - I think I found out what to do...
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LordMatt
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Re: Balanced Annihilation V6.1

Post by LordMatt »

ginekolog wrote:how about making amphibs actually usefull by increasing their underwater speed? Check CA or SA.
+1
[Krogoth86]
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Re: Balanced Annihilation V6.1

Post by [Krogoth86] »

As I see it SA doesn't have this - just btw... :wink:

I now also would like to rant about something else which I always detested. Could you tidy up the T2 Constructor buildlists? Those have a more or less random structure at many points. Overall there is some sorting but here and there some buildings just pop-in and ruin it...

With that said make the list just like the T1 list i.e. keep the same sorting you set up: Energy -> Storage -> Metal -> Labs -> Radars'n'Stuff -> DT/Fortification -> Turrets (starting with "skirmishers" then LR Plasma and then AA) -> Special Stuff (that would be BB, Nuke and similar on T2). Currently you have the gantry on the 2nd postion (for K-Bots) and the rest of em at the very end. After that the ressource buildings and radars are fine but after the fortification there suddenly pop up things like the helipads or the seismic detector (the Core version might want to have a buildpics of its own btw - the Arm buildpic with it's vivid green also ruins the cold Core atmosphere :wink: ). Apart from small details (like the LR Plasmas being put in too early and the mentioned labs at the very end) the rest of the buildlist then is somewhat nice although for Arm there suddenly are some Decoy Fusions popping up at the end...
ZellSF
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Re: Balanced Annihilation V6.1

Post by ZellSF »

amphib transport bug:
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