[old] Balanced Annihilation V6.81
Moderator: Content Developer
Re: Balanced Annihilation V6.81
I totally agree with shield nerf, as it was annoying beyond anything to amphib raid enemy with 20 crocs, just to find that they cant shoot at anything cause the shields deflect all their shots immediatly and without losing efficiency. Also shields could deflect an epoch firing from 3 cannons. Thats hardly sensible now is it?
- adin_panther
- Posts: 164
- Joined: 06 Jan 2009, 14:14
Re: Balanced Annihilation V6.81
The penetrator is less expensive and the doomsday has more then one weapon ... with the upgraded beamtime the annihilator finally has the chance to destroy a few units in one shot.Dragoon wrote:Beamtime from .3 to 1.5? and 9000 dmg!!?!?!?!?! What?- Arm Annihilator damage raised 5000->9000, Beamtime raised 0.3->1.5.
- Arm Annihilator hp raised 3000->5500.
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.
Re: Balanced Annihilation V6.81
The additional HLT laser the doomsday has is hardly effective against t2 assaults. Now compared to the Anni, doomsday is quite useless.
Re: Balanced Annihilation V6.81
the new anni doesn't have sweepfire it seems, so no killing 9000 flashes in one shot.
Re: Balanced Annihilation V6.81
Heh,did nobody notice the fact t2 plasma cannons are crazy good now?
Their dps was multiplied by almost 1.5!!better start pumping them out now...we have a new main t2 defensive structure(also you will see less of the pitbulls and vipers since their build time was increased by 25%...that's a huge nerf).
and why the HUGE reduction in chainsaw dps?reload time increased by 60%....that means a reduction of 60% in dps...was it unbelievably over powered before to get such a drastic nerf?
Their dps was multiplied by almost 1.5!!better start pumping them out now...we have a new main t2 defensive structure(also you will see less of the pitbulls and vipers since their build time was increased by 25%...that's a huge nerf).
and why the HUGE reduction in chainsaw dps?reload time increased by 60%....that means a reduction of 60% in dps...was it unbelievably over powered before to get such a drastic nerf?
- adin_panther
- Posts: 164
- Joined: 06 Jan 2009, 14:14
Re: Balanced Annihilation V6.81
Awimbaczek wrote:the new anni doesn't have sweepfire it seems, so no killing 9000 flashes in one shot.

- adin_panther
- Posts: 164
- Joined: 06 Jan 2009, 14:14
Re: Balanced Annihilation V6.81
Not against t2, maybe, but you'd be suprised how many players use t1 till the end of the game.Gertkane wrote:The additional HLT laser the doomsday has is hardly effective against t2 assaults. Now compared to the Anni, doomsday is quite useless.
Re: Balanced Annihilation V6.81
True, but against T1 you can just build 5 vipers which sort the trouble much better or 2 gollies and which will make sure that nothing T1 will get through.adin_panther wrote:Not against t2, maybe, but you'd be suprised how many players use t1 till the end of the game.Gertkane wrote:The additional HLT laser the doomsday has is hardly effective against t2 assaults. Now compared to the Anni, doomsday is quite useless.
- adin_panther
- Posts: 164
- Joined: 06 Jan 2009, 14:14
Re: Balanced Annihilation V6.81
While that is true, an Annihilator would die much quicker against t1, then a doomsday.
Re: Balanced Annihilation V6.81
Yes.Gota wrote:was it unbelievably over powered before to get such a drastic nerf?
Re: Balanced Annihilation V6.81
well from its 6.6 stats in moddb its gonna go back to being fail now.
Re: Balanced Annihilation V6.81
Gota wrote:and why the HUGE reduction in chainsaw dps?reload time increased by 60%....that means a reduction of 60% in dps...was it unbelievably over powered before to get such a drastic nerf?
- Reload time increased 60%
- Reload time is 1.60 times as much
- The unit fires 1 / 1.60 = .625 times as many shots
- The unit does .625 times as much damage
- The unit does 1 - .625 = .375 times less of its original damage
(hey look, .375 is also how many meters in an elmo) - The unit does .375 * 100% = 37.5% less of its original damage
- The unit has been nerfed 37.5%
Re: Balanced Annihilation V6.81
Give anni back sweeping attack, it should be the sweeping BLADE OF DOOM
Re: Balanced Annihilation V6.81
yeah your right that was hasty of me but even with only 40% nerf for such a high energy and build time and metal ratios it will still be bad.lurker wrote:Gota wrote:and why the HUGE reduction in chainsaw dps?reload time increased by 60%....that means a reduction of 60% in dps...was it unbelievably over powered before to get such a drastic nerf?
- Reload time increased 60%
- Reload time is 1.60 times as much
- The unit fires 1 / 1.60 = .625 times as many shots
- The unit does .625 times as much damage
- The unit does 1 - .625 = .375 times less of its original damage
(hey look, .375 is also how many meters in an elmo)- The unit does .375 * 100% = 37.5% less of its original damage
- The unit has been nerfed 37.5%
missile towers will be much better.
A good thing for BA t1 air play would be to make missile towers less effecient since t1 air is really very weak.
For t2 its the other way around..a static AA buff is needed.
The micro costs of playing late game ground and late game air are uncomparable plus the sucky static AA makes so many games end with just bomber spams..
Last edited by Gota on 24 Jan 2009, 16:30, edited 1 time in total.
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Re: Balanced Annihilation V6.81
To those bawing about the 9000 Anni-damage:
As BA still seems to use the default intensity setting Spring delivers, it will deal just 4500 at max range anyway and 9000 only if you put your units next to it...
As BA still seems to use the default intensity setting Spring delivers, it will deal just 4500 at max range anyway and 9000 only if you put your units next to it...
Re: Balanced Annihilation V6.81
So... the antinuke should cost as much as a few nuke silos?imbaczek wrote:it's wrong when one building can counter several more expensive ones, don't you think?

Re: Balanced Annihilation V6.81
Antinuke shouldn't be able to handle more than a couple simultaneous nuke strikes. Which I don't believe it can.
- TheFatController
- Balanced Annihilation Developer
- Posts: 1177
- Joined: 10 Dec 2006, 18:46
Re: Balanced Annihilation V6.81
Also this is not the same as reducing its damage by 37.5% either, cause it still does 100% of its damage on the first round (ie when planes fly in) it just does less constant damage which is what flak is for...lurker wrote:Gota wrote:and why the HUGE reduction in chainsaw dps?reload time increased by 60%....that means a reduction of 60% in dps...was it unbelievably over powered before to get such a drastic nerf?
- Reload time increased 60%
- Reload time is 1.60 times as much
- The unit fires 1 / 1.60 = .625 times as many shots
- The unit does .625 times as much damage
- The unit does 1 - .625 = .375 times less of its original damage
(hey look, .375 is also how many meters in an elmo)- The unit does .375 * 100% = 37.5% less of its original damage
- The unit has been nerfed 37.5%
Re: Balanced Annihilation V6.81
I like the t1 and t2 kbots being amphibs and being built in the amphib lab. T2 aa kbots are raep v air, so its nice that amphibs got some heavy hitters.
Re: Balanced Annihilation V6.81
If you aren't stalling, how many antinukes will be built in the time it takes to build 1 nuke?