Balanced Annihilation V6.21 - Page 11

Balanced Annihilation V6.21

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KDR_11k
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Re: Balanced Annihilation V6.21

Post by KDR_11k »

I know the OTA (ARM) antinuke was scripted to fire at most three shots in a row, then close and reload.
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Evil4Zerggin
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Re: Balanced Annihilation V6.21

Post by Evil4Zerggin »

MR.D wrote:Anti-nuke missiles don't accelerate in the air, Nukes do.
Both accelerate in BA atm. The nuke has a lower maximum velocity; however, it accelerates faster. Unfortunately, it takes the antinuke over 21 seconds to match the nuke's velocity. If the antinuke misses the nuke on the first pass, it will take a long time for it to catch up.
MR.D wrote:Edge tolerance seemed to be another thing mentioned, where if you fire a nuke just inside the outer boundary for protection, that the Anti-nuke will launch, miss and the Nuke will hit regardless.
Can anyone elaborate on what the details are of that scenario?
I imagine this is because the antinuke uses a pure pursuit path; at the edge of coverage, the nuke takes a more lateral path relative to the antinuke, which makes it harder for the antinuke to get within its detonation radius (a pure pursuit makes the antinuke "follow" the nuke, rather than predicting where it is going).

Also, I've created a new wiki article: http://spring.clan-sy.com/wiki/Weapons:Antinukes
CautionToTheWind
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Re: Balanced Annihilation V6.21

Post by CautionToTheWind »

So i've seen the Gimp abuse. Are you retarded or did you just hit your head real strong? I wont play sea maps again with this shit.
CautionToTheWind
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Re: Balanced Annihilation V6.21

Post by CautionToTheWind »

BTW, not only is the concept seagame-ruining, but torpedo turrets dont hurt them much, submarines nothing, fucking torpedo bombers still barelly dent them on each hit and the destroyers dont even scratch them.
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REVENGE
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Re: Balanced Annihilation V6.21

Post by REVENGE »

Don't forget, they can even be combat airdropped into the water! 8)

Seriously gtfo, who needs OP units fixed anyways? :roll:


On a sidenote, I would like to request that all mines be given at least 100 health and a high rate of combat auto regen. The reason is because right now, debris from exploded units too easily destroy mines, which is really unnecessary and detracts from their usefulness. Furthermore, I think changes should be made so that light mines only trigger on units with low masses, and heavy mines trigger on units with higher masses, and so on and so forth.
Saktoth
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Re: Balanced Annihilation V6.21

Post by Saktoth »

Wow the antinuke had cloaking? When? Thats crazy.

I like how late game can become 'hunt the antinuke'. It means the game ends faster and more decisively (which in a long game is what you want), as the first hole in the antinuke cover leads to a barrage of nukes and a gg, rather than slow wars of attrition until his last con is wiped off the map.

Anyway, brute-forcing antinukes is one of those few rare joys in life.
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Sleksa
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Re: Balanced Annihilation V6.21

Post by Sleksa »

On a sidenote, I would like to request
::::::::DDDDDDDDDDDDDDDDDDDD

i once lost because my leveler didnt kill 30 flashes, plz buff leveler
CautionToTheWind
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Re: Naval Sim mod - can has want?

Post by CautionToTheWind »

BTW the damm gimps can even dodge torpedos with the slightest of micro. I imagine you won't even give this thought, but goddamm am i gonna miss playing sea.
[Krogoth86]
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Re: Balanced Annihilation V6.21

Post by [Krogoth86] »

Sleksa wrote:i once lost because my leveler didnt kill 30 flashes, plz buff leveler
Nerf flashes instead!!!1!
ZellSF
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Re: Balanced Annihilation V6.21

Post by ZellSF »

Saktoth wrote:Wow the antinuke had cloaking? When? Thats crazy.
Somewhat early AA, I think. Or maybe I'm just confused and it was just an XTA thing. Probably just XTA now that I think about it.

Also, good solution to OP units: disabling them. God, I miss the times when snipers were OP and I could just disable the annoying things :(
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NOiZE
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Re: Balanced Annihilation V6.21

Post by NOiZE »

The anti nuke had cloaking, I think BA removed that...
el_matarife
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Re: Balanced Annihilation V6.21

Post by el_matarife »

ZellSF wrote:
Saktoth wrote:Wow the antinuke had cloaking? When? Thats crazy.
Somewhat early AA, I think. Or maybe I'm just confused and it was just an XTA thing. Probably just XTA now that I think about it.
I think it was Uberhack for OTA through AA 1.xx for Spring. Regardless, cloaking hasn't been on antinukes for a long while now.
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REVENGE
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Re: Balanced Annihilation V6.21

Post by REVENGE »

NOiZE wrote:The anti nuke had cloaking, I think BA removed that...
Arm had cloakable antinuke, along with cloakable moho mex and other stuff in the theme of their stealthy nature. I think Core anti had more health to balance, as well as a decoy.
Jim_Hatana
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Re: Balanced Annihilation V6.21

Post by Jim_Hatana »

I really think Air need some love. its a joke right now. Espesially t1 bombers and t2 gunships they need build time reduced(and maybe slight dmg buff on gunships) So ppl accually start building mobile antiair. and we accually will have some options on what to build in Air
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LordMatt
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Re: Balanced Annihilation V6.21

Post by LordMatt »

No.
dzzirrus
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Re: Naval Sim mod - can has want?

Post by dzzirrus »

CautionToTheWind wrote:BTW the damm gimps can even dodge torpedos with the slightest of micro. I imagine you won't even give this thought, but goddamm am i gonna miss playing sea.

Agree. Gimps are OP for their price. They are greatly OP in water and not that bad at land either.

I think naval units (especially subs both t1 and t2) with torpedoes should get quite nice bonus against em.
Last edited by dzzirrus on 01 Jun 2008, 01:11, edited 1 time in total.
dzzirrus
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Re: Balanced Annihilation V6.21

Post by dzzirrus »

Some other suggestions:

1. area attack mode (like the one bombers got) should be given to punishers, all units with rockets like the ones diplomats got, big berthas, artillery etc. To all long ranged ground units except snipers and those arm's tanks with purple laser.
As i remember there is gadget for it so it is required.

2. underwater sea structures shouldnt be harmed with non-torpedoes attacks. I mean situations like t2 torpedo launcher being killed with millenium manually set to attack point where ur launcher is built or something like that. Same with regular bombers. Only nukes should be able to harm underwater units this way.

3. I would like to see naval nano turret.

4. Something should be done with combombing by naval or hover transport with commander inside. It is almost unstoppable. Think best idea will be to make explosion of those transports with comm inside much less harmfull. And the worst thing is that after explosion there is no metal left from enemy's comm (atleast if those transport is hover and it is exploded in water).
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REVENGE
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Re: Balanced Annihilation V6.21

Post by REVENGE »

dzzirrus wrote:Some other suggestions:

1. area attack mode (like the one bombers got) should be given to punishers, all units with rockets like the ones diplomats got, big berthas, artillery etc. To all long ranged ground units except snipers and those arm's tanks with purple laser.
As i remember there is gadget for it so it is required.

2. underwater sea structures shouldnt be harmed with non-torpedoes attacks. I mean situations like t2 torpedo launcher being killed with millenium manually set to attack point where ur launcher is built or something like that. Same with regular bombers. Only nukes should be able to harm underwater units this way.

3. I would like to see naval nano turret.

4. Something should be done with combombing by naval or hover transport with commander inside. It is almost unstoppable. Think best idea will be to make explosion of those transports with comm inside much less harmfull. And the worst thing is that after explosion there is no metal left from enemy's comm (atleast if those transport is hover and it is exploded in water).
+1 x4, so +4 for all of the above.

Especially about the T2 torpedo launcher, why the fuck does it protrude at the water surface? It was clearly a wholly underwater unit in OTA.

Suggestion 4 - nice one, and wholly doable with LUA I assume?
[MRS]lordgregomen
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Re: Balanced Annihilation V6.21

Post by [MRS]lordgregomen »

i want to know why the freaker have so much possibilities to build than Fark ? Can you balance it ?
Klopper
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Re: Balanced Annihilation V6.21

Post by Klopper »

Freaker is the equivalent to Arm's Consul, not Fark.
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