Balanced Annihilation V6.31
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Re: Balanced Annihilation V6.31
I... uh. I know this may well be ridiculed, but I'd like to throw this one out there: I feel Core amphibs are much better than Arm amphibs.
Core has the Gimp, which is unparalleled in Arm. (pelican? don't make me laugh)
The Core amphibious tanks also seem better than the Arm amphibs. Even if we don't care for the fact that there are 2 "heavy" tanks (keeping with the reaper/golly vs bulldog tradition), the croc is much more useful ingame than the triton. The added speed and lower reloadtime count for a lot more than the bit higher range of the triton and the extra health. And if one needs health and range, the poison arrow is there. Both core vechs have higher dps than the triton, again throwing the reaper/bulldog thing, cause there the bulldog has quite adequate dps.
Also, with land units, it is kind of understandable that core has 2 heavy tanks vs arms 1, because arm gets some extra things like the gremlin and the panther. That is not the case with the amphibs.
There. I feel better now.
Core has the Gimp, which is unparalleled in Arm. (pelican? don't make me laugh)
The Core amphibious tanks also seem better than the Arm amphibs. Even if we don't care for the fact that there are 2 "heavy" tanks (keeping with the reaper/golly vs bulldog tradition), the croc is much more useful ingame than the triton. The added speed and lower reloadtime count for a lot more than the bit higher range of the triton and the extra health. And if one needs health and range, the poison arrow is there. Both core vechs have higher dps than the triton, again throwing the reaper/bulldog thing, cause there the bulldog has quite adequate dps.
Also, with land units, it is kind of understandable that core has 2 heavy tanks vs arms 1, because arm gets some extra things like the gremlin and the panther. That is not the case with the amphibs.
There. I feel better now.
- Evil4Zerggin
- Posts: 557
- Joined: 16 May 2007, 06:34
Re: Balanced Annihilation V6.31
I don't agree on the vehicle amphs. The Triton has much more health--more than 40% more, and although its DPS is slightly lower, it has 50% more splash radius, which is nothing to scoff at.
Sure, unit for unit the Poison Arrow has more hit points and DPS... but it also costs MORE THAN TWICE AS MUCH. In fact, the cost difference between a Triton and a Croc is not much.
Sure, unit for unit the Poison Arrow has more hit points and DPS... but it also costs MORE THAN TWICE AS MUCH. In fact, the cost difference between a Triton and a Croc is not much.
Re: Balanced Annihilation V6.31
What I really miss is some kind of Anti air for amphibs. As it is, i allways preffer hovers as they have some AA. Core amhibs have 0 as do arms .
Imo it would be nice if new unit would be added or changed existing ones with some aa.
Imo it would be nice if new unit would be added or changed existing ones with some aa.
Re: Balanced Annihilation V6.31
Yes, because this feature is plainly apparent from looking at the Gator's weapon, or its in-game blurb, or any other documentation.Lolsquad_Steven wrote:Why don't you learn how to use gator?
BA could have a hidden cheat-code that causes the enemy commander to spontaneously combust and you'd still have people defending such undocumented gameplay features.
edit: yes, the amphibs in BA need some closer examination, but there are very few amphib-oriented maps (that is, non-naval maps with non-fordable water barriers and kbot slopes). No surprise that amphibs never get any loving. On naval maps, the abundance of torpedos and sonar shred them.
Re: Balanced Annihilation V6.31
Did the pelican lose its AA missile?ginekolog wrote:What I really miss is some kind of Anti air for amphibs. As it is, i allways preffer hovers as they have some AA. Core amhibs have 0 as do arms .
Imo it would be nice if new unit would be added or changed existing ones with some aa.
Re: Balanced Annihilation V6.31
The pelican doesn't really fit perfectly in the same amphib family as the submersible amphibious assault vehicles - it's not in the main amphib trees (vehicles or amphib-complex) and it goes over the surface of the water. It's more like a hover with slightly different capabilities and lab. Besides, it's Arm-only.LordMatt wrote: Did the pelican lose its AA missile?
I still say that the L1 SAM kbots could be made amphibious without breaking anything - hardly anyone nobody uses the damned things anyways. While it'd be annoying that they're in the kbot tree, l1 plants are cheap and they could be added to the amphib complex to make them easier to get anyways.
- Evil4Zerggin
- Posts: 557
- Joined: 16 May 2007, 06:34
Re: Balanced Annihilation V6.31
Speaking of amphs, I've corrected a bug in the COB script that makes amphibious units move at full speed underwater; not sure if you are using it ATM. In the next version of Spring you'll be able to just use depthMod = X in the movetype (set to 0 for no slowdown).
Re: Balanced Annihilation V6.31
Triton has always sucked, dunno why exactly but they get chewed up fast.
I've learned just to not bother using them, and if I play a amphibious map, I play CORE just so I can use the Crocs.
Crocs seem to handle combat alot better than the Triton, mostly because of their small size, speed and maneuverability, crocs are pretty awesome tanks for the costs.
I always thought that something as simple as a faster turret turn rate on the Triton could do alot for the unit.
Usually the Triton is fighting so hard to keep a lock on a target during turns and maneuvers that it ends up missing alot of opportunity shots.
Poison Arrow is also easy to beat in this regard, even with its massive splash damage weapon, if you can flank it with fast units you can kill it pretty quick with even light tanks just by keeping its turret busy aiming.
I've learned just to not bother using them, and if I play a amphibious map, I play CORE just so I can use the Crocs.
Crocs seem to handle combat alot better than the Triton, mostly because of their small size, speed and maneuverability, crocs are pretty awesome tanks for the costs.
I always thought that something as simple as a faster turret turn rate on the Triton could do alot for the unit.
Usually the Triton is fighting so hard to keep a lock on a target during turns and maneuvers that it ends up missing alot of opportunity shots.
Poison Arrow is also easy to beat in this regard, even with its massive splash damage weapon, if you can flank it with fast units you can kill it pretty quick with even light tanks just by keeping its turret busy aiming.
Re: Balanced Annihilation V6.31
the idea of the poison arrow is that you add a few to a bunch of crocs so that if you need to deal with heavy stuff/ swarms the poison arrow helps you.
Re: Balanced Annihilation V6.31
I know this is a pointless comment since BA doesn't do these kinds of changes, but I always thought the Poison Arrow would be cooler as some kind of artillery unit instead of a bigger version of the Croc. Something like a mobile anti-naval cannon (work like a low-trajectory Guardian, complete with anti-naval bonus). After all, of the 4 combat-enabled amphibious/underwater Core units, 3 of them are assault units (Garpike, Croc, Poison Arrow).Hoi wrote:the idea of the poison arrow is that you add a few to a bunch of crocs so that if you need to deal with heavy stuff/ swarms the poison arrow helps you.
Re: Balanced Annihilation V6.31
that would be bad, just adding an amfib arty would be better, just like the reaper, golly and pilager
- TheFatController
- Balanced Annihilation Developer
- Posts: 1177
- Joined: 10 Dec 2006, 18:46
Re: Balanced Annihilation V6.31
In BA Chicken Defense I've had to overwrite the Core Goliath with a version with:
onlytargetcategory1=NOTAIR;
as currently it attempts to shoot at aircraft with its main gun causing big damage to allied units when it misses.
It would be cool if this could be fixed in the next BA revision.
onlytargetcategory1=NOTAIR;
as currently it attempts to shoot at aircraft with its main gun causing big damage to allied units when it misses.
It would be cool if this could be fixed in the next BA revision.
- Lolsquad_Steven
- Posts: 488
- Joined: 27 Jun 2006, 17:55
Re: Balanced Annihilation V6.31
Well if you buff units so noobs can have a better time with them it'll imbalance normal games.Pxtl wrote:Yes, because this feature is plainly apparent from looking at the Gator's weapon, or its in-game blurb, or any other documentation.Lolsquad_Steven wrote:Why don't you learn how to use gator?
BA could have a hidden cheat-code that causes the enemy commander to spontaneously combust and you'd still have people defending such undocumented gameplay features.
Re: Balanced Annihilation V6.31
Where did I say "buff" - I said either document and otherwise make it visible to the user, or remove it and rebalance the gator. I did not say "OMG Gheytorr suckss kawk!" I said that the Gator has an undocumented and non-obvious gameplay feature that users need to know about to properly use the unit. This feature should either be removed (and damages adjusted to compensate) or it should be more clearly documented.Lolsquad_Steven wrote:Pxtl wrote:
Well if you buff units so noobs can have a better time with them it'll imbalance normal games.
This forum is NOT documentation.
At the very least, would it be possible to make the beam's graphical effect fade with range?
Re: Balanced Annihilation V6.31
write the codePxtl wrote:
At the very least, would it be possible to make the beam's graphical effect fade with range?
Re: Balanced Annihilation V6.31
It already does. The fadeout isn't always very visible since the beam gets cut short most of the time, of course.Pxtl wrote:At the very least, would it be possible to make the beam's graphical effect fade with range?
Re: Balanced Annihilation V6.31
its already documented how to use it! Just read the ranges in the tooltip. Gator range > Flash Range, add a few braincells and you know what to do =)Pxtl wrote:Where did I say "buff" - I said either document and otherwise make it visible to the user, or remove it and rebalance the gator. I did not say "OMG Gheytorr suckss kawk!" I said that the Gator has an undocumented and non-obvious gameplay feature that users need to know about to properly use the unit. This feature should either be removed (and damages adjusted to compensate) or it should be more clearly documented.Lolsquad_Steven wrote:Pxtl wrote:
Well if you buff units so noobs can have a better time with them it'll imbalance normal games.
This forum is NOT documentation.
At the very least, would it be possible to make the beam's graphical effect fade with range?
- Forboding Angel
- Evolution RTS Developer
- Posts: 14673
- Joined: 17 Nov 2005, 02:43
Re: Balanced Annihilation V6.31
Noize... The gators damage drops from 247 at adjacent to 35 at absolute max range.
Since this is a "Feature" It should be documented as such.
Perhaps you should read page 9 and 10. Lots of useful data there.
Since this is a "Feature" It should be documented as such.
Perhaps you should read page 9 and 10. Lots of useful data there.
Re: Balanced Annihilation V6.31
Speaking of undocumented gameplay, is the flanking bonus still in effect?