[old] Balanced Annihilation V6.81 - Page 2

[old] Balanced Annihilation V6.81

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NOiZE
Balanced Annihilation Developer
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Re: Balanced Annihilation V6.81

Post by NOiZE »

Updated top post!
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1v0ry_k1ng
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Re: Balanced Annihilation V6.81

Post by 1v0ry_k1ng »

woop @ can buff

t1 kbot still needs love in the high ecost departments imo
bwansy
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Re: Balanced Annihilation V6.81

Post by bwansy »

Arm Annihilator damage raised 5000->9000
:shock:
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Pxtl
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Re: Balanced Annihilation V6.81

Post by Pxtl »

bwansy wrote:
Arm Annihilator damage raised 5000->9000
:shock:
I think most of the units that it will be firing on get killed in one shot either way, except mechs, which it just lost its unit-specific-damage-boost. So that makes up for it, I guess.
Dragoon
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Re: Balanced Annihilation V6.81

Post by Dragoon »

- Arm Annihilator damage raised 5000->9000, Beamtime raised 0.3->1.5.
- Arm Annihilator hp raised 3000->5500.
Beamtime from .3 to 1.5? and 9000 dmg!!?!?!?!?! What?

The annihilator has just gone from pitifully underpowered to outrageously overpowered.


I don't see why it would do twice the damage if it fires the exact same weapon as the Penetrator and the Doomsday.
Saktoth
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Re: Balanced Annihilation V6.81

Post by Saktoth »

Why were both t1/t2 AA bots made amph and added to the amph factory? Isnt one enough (considering the amph fac is pretty limited as is)?

Just wondering...
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lurker
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Re: Balanced Annihilation V6.81

Post by lurker »

Pxtl wrote:
bwansy wrote:
Arm Annihilator damage raised 5000->9000
:shock:
I think most of the units that it will be firing on get killed in one shot either way, except mechs, which it just lost its unit-specific-damage-boost. So that makes up for it, I guess.
But 1.5 seconds means a nice sweeping shot.
BeefofAges
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Re: Balanced Annihilation V6.81

Post by BeefofAges »

Can shields please be put back to how they used to be, where as long as you had enough energy they would deflect shots? This whole charging thing is kind of retarded. It forces you to stack up several shields, which wastes a lot of space. If you've got the energy, why should your shield have to stop and charge? It doesn't make any sense.
el_matarife
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Re: Balanced Annihilation V6.81

Post by el_matarife »

BeefofAges wrote:Can shields please be put back to how they used to be, where as long as you had enough energy they would deflect shots? This whole charging thing is kind of retarded. It forces you to stack up several shields, which wastes a lot of space. If you've got the energy, why should your shield have to stop and charge? It doesn't make any sense.
I agree, the AA style repulsor shields were the best, before all the changes about charging up got made. That being said, I would appreciate seeing EMGs like on the Brawler and Peewee being removed from what the shield blocks. The shield should only block plasma guns.
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Pxtl
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Re: Balanced Annihilation V6.81

Post by Pxtl »

The problem with the original Keeper was that it was perfect. One shield could hold off endless berthas as long as you didn't mind e-stall, since a weak deflector still pushed the projectiles off-target enough that they'd miss their target.

This one, though weak, is more balanced.
BeefofAges
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Re: Balanced Annihilation V6.81

Post by BeefofAges »

Pxtl wrote:The problem with the original Keeper was that it was perfect. One shield could hold off endless berthas as long as you didn't mind e-stall, since a weak deflector still pushed the projectiles off-target enough that they'd miss their target.

This one, though weak, is more balanced.
Um, I'm pretty sure that when you ran out of energy the shield just did nothing at all.
Dragoon
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Re: Balanced Annihilation V6.81

Post by Dragoon »

Yeh, previously, if you e-stalled, then your shield generator would basically stop working.
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ginekolog
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Re: Balanced Annihilation V6.8

Post by ginekolog »

yeah shiva is nerfed (even main gun aoe) but it was needed as it was best mech :) its still good now, just not so op.

I can confirm gimps nerf is ok.

Subs (levitihan etc) still cant fire directly above so can still be ramed by ships and pwned. Its better than it was though. Havent tested other subs yet
imbaczek
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Re: Balanced Annihilation V6.81

Post by imbaczek »

post some news at http://www.springinfo.info/
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TheFatController
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Re: Balanced Annihilation V6.81

Post by TheFatController »

1 shield can still deflect two LRPCs forever, and for 3 LRPCs it will only let in 1 in 3 shots once its been drained enough, at this point you should be wondering how you let the enemy make 3 LRPCs and why they're all firing at you :P
Saktoth wrote:Why were both t1/t2 AA bots made amph and added to the amph factory? Isnt one enough (considering the amph fac is pretty limited as is)?

Just wondering...
Well t1 kbot aa really have no role at the moment, however as amphib players could use them as a cheap longer range AA ie tactically sending them out to islands and unreachable points then forgetting about them. The t2 AA is really intended for ground assaults due to their higher cost. Also t1 kbot aa can be built by combat engineers (less useful for core but for arm this is a plus).
Saktoth
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Re: Balanced Annihilation V6.81

Post by Saktoth »

You mean, amphibious ground assault? Isnt t1 kbot aa really enough there?

It just seems like a wasted oppourtunity for unit distinction to me.
[LBF]Vache
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Re: Balanced Annihilation V6.81

Post by [LBF]Vache »

TheFatController wrote:1 shield can still deflect two LRPCs forever, and for 3 LRPCs it will only let in 1 in 3 shots once its been drained enough, at this point you should be wondering how you let the enemy make 3 LRPCs and why they're all firing at you :P
Saktoth wrote:Why were both t1/t2 AA bots made amph and added to the amph factory? Isnt one enough (considering the amph fac is pretty limited as is)?

Just wondering...
Well t1 kbot aa really have no role at the moment, however as amphib players could use them as a cheap longer range AA ie tactically sending them out to islands and unreachable points then forgetting about them. The t2 AA is really intended for ground assaults due to their higher cost. Also t1 kbot aa can be built by combat engineers (less useful for core but for arm this is a plus).
Forgive me but that's BS. T1 aa kbots have a very good role at the moment, that is , AA ! They're just the best if you have some annoying shit flying around, or if you want your com to be a little safe without spamming defuckingfenders. They're even quite good against T2 air.

It seems to me that it's nice that they're amphib tho, but i agree with saktoth about uselessness of T2 air bots there
BeefofAges
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Re: Balanced Annihilation V6.81

Post by BeefofAges »

TheFatController wrote:1 shield can still deflect two LRPCs forever, and for 3 LRPCs it will only let in 1 in 3 shots once its been drained enough, at this point you should be wondering how you let the enemy make 3 LRPCs and why they're all firing at you :P
Saktoth wrote:Why were both t1/t2 AA bots made amph and added to the amph factory? Isnt one enough (considering the amph fac is pretty limited as is)?

Just wondering...
Well t1 kbot aa really have no role at the moment, however as amphib players could use them as a cheap longer range AA ie tactically sending them out to islands and unreachable points then forgetting about them. The t2 AA is really intended for ground assaults due to their higher cost. Also t1 kbot aa can be built by combat engineers (less useful for core but for arm this is a plus).
I've played FFAs where everyone ends up with multiple LRPC and then it just becomes a race to see who can stack up more shields. It just wastes time and resources and creates ugly bases clogged full of shields. I don't see why shields shouldn't go back to how they used to be - there are still a million ways to disable them. For example, you can emp the shield itself, or bomb it, or emp your opponent's fusions, and so on. The fact that shields are vulnerable to what they're designed to stop is silly.
imbaczek
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Re: Balanced Annihilation V6.81

Post by imbaczek »

it's wrong when one building can counter several more expensive ones, don't you think?
Saktoth
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Re: Balanced Annihilation V6.81

Post by Saktoth »

BeefofAges wrote:I don't see why shields shouldn't go back to how they used to be - there are still a million ways to disable them. For example, you can emp the shield itself, or bomb it, or emp your opponent's fusions, and so on. The fact that shields are vulnerable to what they're designed to stop is silly.
Maybe you should consider doing the same to his berthas, then.
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