Whoop, my bad.Sleksa wrote:was directed at dzzirrusPxtl wrote: @Sleksa - I play a lot of BA (mostly because it's the only damned game ever open in the lobby). I still suck at it, I know. But STFU about me not being allowed to have an opinion on it.
Balanced Annihilation V6.21
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Re: Balanced Annihilation V6.21
Re: Balanced Annihilation V6.21
I believe it was one of its major advertised features and design points, actually.Pxtl wrote:I think it's funny that people use nanotowers because of their lack of open-close time. I doubt that was a designed-in feature, but simply a lazy unit-maker who didn't want to bother with that crap.
- Evil4Zerggin
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Re: Balanced Annihilation V6.21
Con ships are awesome, no doubt about that--more buildpower than a nanoturret and generates more energy than a solar--but it should be noted that the con hover isn't shabby at all either. For about 10% more cost than the con veh, you get:
IMO nanoturrets are overused. If you have so many cons around a factory that you need the range or quick response time of nanoturrets, you often might as well branch out into another factory. Their buildpower advantage isn't so great either when you consider that cons are a) mobile, b) tougher, c) produce metal and energy, and d) can build things on their own.
- 10% more buildpower, so you have about the same buildpower per cost.
- A sweet buildlist, consisting of all T1 land and sea structures.
- Ability to go on both land and water.
- Speed. It's just as fast as a con ship, but with better acceleration. (And it doesn't suffer from the slow-con-ship-on-build-command bug >_>.)
- Decent hit points.
IMO nanoturrets are overused. If you have so many cons around a factory that you need the range or quick response time of nanoturrets, you often might as well branch out into another factory. Their buildpower advantage isn't so great either when you consider that cons are a) mobile, b) tougher, c) produce metal and energy, and d) can build things on their own.
Re: Balanced Annihilation V6.21
Sleksa wrote:was directed at dzzirrusPxtl wrote: @Sleksa - I play a lot of BA (mostly because it's the only damned game ever open in the lobby). I still suck at it, I know. But STFU about me not being allowed to have an opinion on it.
1. Pxtl whats ur nick ingame?
As for me playing more ive already forgot when i was defeated on sea last time 1vs1 (well, game might be 6vs6 but only 1 opponent at sea against me. :) Well most of players im against werent that good, but there were some nice also.
Last time i was defeated - lost to 2 guys from exe (ive got ally too but it was worst noob among all noobs - "[GLN]Maneater" or smthing like that :) ). Got combombed with hover transport with com inside in the end :)
The most important thing - if ive won the sea im always going hovers or tritons to attack land - thats the part nanoturrets are required. Mostly for those hover - scouts spam.
2. As for Sleska's opinion. Well you can have it, but it is wrong :)
Re: Balanced Annihilation V6.21
Well those advantages mean nothing since my conships assisting hovers are hardly used for anything xcept assisting those fac for the whole remaining game.Evil4Zerggin wrote:
- 10% more buildpower, so you have about the same buildpower per cost.
- A sweet buildlist, consisting of all T1 land and sea structures.
- Ability to go on both land and water.
- Speed. It's just as fast as a con ship, but with better acceleration. (And it doesn't suffer from the slow-con-ship-on-build-command bug >_>.)
- Decent hit points.
Anyway if naval nanptowers will be implemented you still can build cons to assist ur fac.
Same about amph fac - if you want it to be remained hidden (i dont understand importance of those tho) you can.... leave it without any assist or get some ... res subs or t2 cons??? :)))) Never seen anyone doing anything like this

Re: Balanced Annihilation V6.21
The amphib fact can build the all-terrain t1 vehicle cons to assist it.Same about amph fac - if you want it to be remained hidden (i dont understand importance of those tho) you can.... leave it without any assist or get some ... res subs or t2 cons??? :)))) Never seen anyone doing anything like this![]()
i havent stated a opinion yet, i've just laughed at your proposals and how you justify them.2. As for Sleska's opinion. Well you can have it, but it is wrong :)
Re: Balanced Annihilation V6.21
Right, forgot about emSleksa wrote:
The amphib fact can build the all-terrain t1 vehicle cons to assist it.
Typo, i meant Px.Sleksa wrote: i havent stated a opinion yet, i've just laughed at your proposals and how you justify them.
Re: Balanced Annihilation V6.21
protip: Core nanos can be built in shallow water.
Re: Balanced Annihilation V6.21
Beherith wrote:protip: Core nanos can be built in shallow water.
well, ive seen that, but i think it is a bug...
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Re: Balanced Annihilation V6.21
It's already fixed for the next version AFAIK...
Re: Balanced Annihilation V6.21
Ships are better at assisting than Nanos full stop, even if they have some unfold lag. They can also do many more things and are more durable. Use them. Unit bloat is unnecessary.
- Machiosabre
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Re: Balanced Annihilation V6.21
no they're not. also full stop.
Re: Balanced Annihilation V6.21
Unlike with the land units, con ships are as efficient as nanos for metal per workertime unit. For nanos: 197/200=0.985 For ships: 255/250=1.02 For conveh: 128/90=1.42. Also note that conships have 50 more workertime than nano towers while having twice as much HP, being able to move and build things. Tell me why you would want nano towers instead of ships again? (btw, once you get to T2, you can get engineers which are 213/400=0.5325, which, ofc, is both the highest workertime and the most efficient metal per workertime in the game). Tell me again why you need sea nanos?
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Re: Balanced Annihilation V6.21
Well there are some reasons:LordMatt wrote:Tell me again why you need sea nanos?
They can build and much more important repair on a distance and don't suffer from splash damage etc. killing them while repairing, they take less space and don't need to unfold, they can repair your aircrafts on patrol and concerning the buildpower: Who says they have to have the same buildpower per costs as their landbased brethrens?

Except for maybe the air repairs no severe arguments for floating nanos but I think I'd like to have them for easy repair management (put them behind your defenses and set them on patrol and its done)...
If you think they would need another good reason maybe think of making them underwater rather than floating. Might be a good alternative for assisting your subpens instead of those amphibic vehicles...
- Evil4Zerggin
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Re: Balanced Annihilation V6.21
Also, con ships produce more energy than a solar, as well as 0.25 metal. When you take those into account, the nano isn't even close.
Re: Balanced Annihilation V6.21
Naval nano towers = win
You can build them in locations that do not block the exit for units being built, where regular conships will cluster around and block the exits.
You guys are also fully capable of giving the naval nanos a higher buildpower to fall in line with the added costs and buildtimes of most naval units, instead of making them weak buildpower and requiring a player to build a block of them to be useful.
There is no delay for them to start repairing or assisting a build project, which gives them a strong time advantage when assisting multiple constructions, where conships have to close and open and take time to travel to the new assist location.
Ships cost alot more than vehicles, kbots, and air in terms of metal/energy/buildtimes, and its much more efficient to have assist units in and around a lab and base, then your constructions units are free to make new structures elsewhere to expand your territory.
Its the combination of Static nano assist units, and mobile construction units that makes having both so much better for keeping an army moving forward.
You can build them in locations that do not block the exit for units being built, where regular conships will cluster around and block the exits.
You guys are also fully capable of giving the naval nanos a higher buildpower to fall in line with the added costs and buildtimes of most naval units, instead of making them weak buildpower and requiring a player to build a block of them to be useful.
There is no delay for them to start repairing or assisting a build project, which gives them a strong time advantage when assisting multiple constructions, where conships have to close and open and take time to travel to the new assist location.
Ships cost alot more than vehicles, kbots, and air in terms of metal/energy/buildtimes, and its much more efficient to have assist units in and around a lab and base, then your constructions units are free to make new structures elsewhere to expand your territory.
Its the combination of Static nano assist units, and mobile construction units that makes having both so much better for keeping an army moving forward.
Last edited by MR.D on 14 Jun 2008, 23:30, edited 1 time in total.
Re: Balanced Annihilation V6.21
Well, I think conships will hold you over until you get to T2, when nanos would really make no sense at all because of engineers. Also ships have fairly large nanorange, 250 vs 400 for nano towers.[Krogoth86] wrote: Well there are some reasons:
They can build and much more important repair on a distance and don't suffer from splash damage etc. killing them while repairing, they take less space and don't need to unfold, they can repair your aircrafts on patrol and concerning the buildpower: Who says they have to have the same buildpower per costs as their landbased brethrens?![]()
Except for maybe the air repairs no severe arguments for floating nanos but I think I'd like to have them for easy repair management (put them behind your defenses and set them on patrol and its done)...
If you think they would need another good reason maybe think of making them underwater rather than floating. Might be a good alternative for assisting your subpens instead of those amphibic vehicles...
Re: Balanced Annihilation V6.21
It isn't going to happen.MR.D wrote:Naval nano towers = win
You can build them in locations that do not block the exit for units being built, where regular conships will cluster around and block the exits.
You guys are also fully capable of giving the naval nanos a higher buildpower to fall in line with the added costs and buildtimes of most naval units, instead of making them weak buildpower and requiring a player to build a block of them to be useful.
There is no delay for them to start repairing or assisting a build project, which gives them a strong time advantage when assisting multiple constructions, where conships have to close and open and take time to travel to the new assist location.
Ships cost alot more than vehicles, kbots, and air in terms of metal/energy/buildtimes, and its much more efficient to have assist units in and around a lab and base, then your constructions units are free to make new structures elsewhere to expand your territory.
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Re: Balanced Annihilation V6.21
Well imo they still make sense as safe defense-repairer and as little healer for your air patrols (both things ships can't really do). In addition to that you also might want to consider that sea isn't just about ships. There also are hovers, seaplanes and subpens and especially seaplanes might want to see a nano for assisting...LordMatt wrote:Well, I think conships will hold you over until you get to T2, when nanos would really make no sense at all because of engineers. Also ships have fairly large nanorange, 250 vs 400 for nano towers.
Where is Sleksa anyway?LordMatt wrote:It isn't going to happen.

Re: Balanced Annihilation V6.21
There is only one drawback of conships, thier low speed on build orders bug 
