I'm pretty sure I remember it shooting ground a few years ago. I hope it's still the awesome defensive unit it was then.CarRepairer wrote:Not following you.. is the chainsaw for fighting against air?el_matarife wrote:Not for a unit that used to be called "Chainsaw medium range ANTI BOMBER turret".
[old] Balanced Annihilation V6.81
Moderator: Content Developer
Re: Balanced Annihilation V6.81
Re: Balanced Annihilation V6.81
I agree with this guy. There's nothing wrong with special damages as long as it makes the unit worth using. Sure, sometimes they don't always make sense, but hell, TA isn't based on real life.el_matarife wrote:Not for a unit that used to be called "Chainsaw medium range ANTI BOMBER turret". Seriously, all this aversion to special damage is nuts. Special damage is fine as long as you just document what units are countered by a unit in the description.imbaczek wrote:special damages are evil, though. they're counter-intuitive.
If it was, then in year 8746 (or whenever) the aircraft wouldn't move at the speed of propeller jets.
If giving Chainsaws and Pack0s special damage will improve the game, then I'm all for it.
Wing
Re: Balanced Annihilation V6.81
Yeah chainsaw special damages v bombers and pack special damages v gunships could work out. Just dont make them completely single-purpose. If their "normal" damage stays at current level and they get say double-triple the damage v. their designated targets, they may even be useful. They have been costly noobtraps ever since i was playing, it would be nice to make em a niche.
Re: Balanced Annihilation V6.81
I don't get it. Why pack0 special damage v gunships? I mean, isn't that what flakkers are for? Meanwhile, the pack0/SAM are hardened ones, and so are intended for front-line installations where you expect them to take a beating from a variety of sources. Do you mean that they're meant for fighting L1 gunships? If so, that's a pretty damned tight niche.
Either way, I think the Chainsaw/Erad should be buffed with the goal of making it able to effectively take down large, hardened aircraft like L2 bombers and Krows, whereas the flakker is for hordes of smaller aircraft.
Either way, I think the Chainsaw/Erad should be buffed with the goal of making it able to effectively take down large, hardened aircraft like L2 bombers and Krows, whereas the flakker is for hordes of smaller aircraft.
Re: Balanced Annihilation V6.81
yeah i was just carried away with that train of thought
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Re: Balanced Annihilation V6.81
thanks a lot for all the effort!
suggestions for ba
I have a few suggestions for balanced annhilation.
First, the team colors. everyone on the same team should have the same color. or shades of the same color or either a dark color or a light color.
Two, unit tracks: the same way gps tracks work. especially for enemy units. I think that would look cool. especially if you could have the computer guess the position of enemy units based last known position and speed.
First, the team colors. everyone on the same team should have the same color. or shades of the same color or either a dark color or a light color.
Two, unit tracks: the same way gps tracks work. especially for enemy units. I think that would look cool. especially if you could have the computer guess the position of enemy units based last known position and speed.
Re: Balanced Annihilation V6.81
lmao I wonder about that as well sometimes...CarRepairer wrote:Not following you.. is the chainsaw for fighting against air?el_matarife wrote:Not for a unit that used to be called "Chainsaw medium range ANTI BOMBER turret".

Really now, the fundamental way the Chainsaw works could be changed to make it more effective (more aoe? weapontype? etc I have no idea which would work).
I imagine giving it "smart" missiles using lua. That is, instead of bursting on one target, it would fire missiles with high damage that, after killing target 1, would automatically attack target 2 and so on instead of being "wasted" after attacking 1 target. (I have a few ideas in mind for how to make this work, might attempt after midterms)
Re: suggestions for ba
There's an alternative teamcolors.lua you can put in your spring folder to get that, it's outside the scope of a mod though.zerox_a wrote:First, the team colors. everyone on the same team should have the same color. or shades of the same color or either a dark color or a light color.
Re: suggestions for ba
Not exactly - it could be included by default.KDR_11k wrote:There's an alternative teamcolors.lua you can put in your spring folder to get that, it's outside the scope of a mod though.zerox_a wrote:First, the team colors. everyone on the same team should have the same color. or shades of the same color or either a dark color or a light color.
Truthfully though, this problem is better solved in the lobbies. It would be neat if the host could easily configure a "team color" for one team that automatically shaded them (eg "warm colors" team vs "cool colors" team).
- CarRepairer
- Cursed Zero-K Developer
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Re: suggestions for ba
Not a bad idea.YokoZar wrote:Not exactly - it could be included by default.KDR_11k wrote:There's an alternative teamcolors.lua you can put in your spring folder to get that, it's outside the scope of a mod though.zerox_a wrote:First, the team colors. everyone on the same team should have the same color. or shades of the same color or either a dark color or a light color.
Truthfully though, this problem is better solved in the lobbies. It would be neat if the host could easily configure a "team color" for one team that automatically shaded them (eg "warm colors" team vs "cool colors" team).
Re: Balanced Annihilation V6.81
bad idea, it will be fucking hard to compare the colors then... would look too similar
Re: Balanced Annihilation V6.81
Do the same thing it does already with fixcolors, but just make sure that one group gets one half of the spectrum and the other group gets the other half. Don't tint the colours, just change how the colours are assigned.TradeMark wrote:bad idea, it will be fucking hard to compare the colors then... would look too similar
- 1v0ry_k1ng
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Re: Balanced Annihilation V6.81
protip:
autohost--> !fixcolours
person hosting--> dont join retard hosts
voila, fixed colours
autohost--> !fixcolours
person hosting--> dont join retard hosts
voila, fixed colours
Re: Balanced Annihilation V6.81
Preset colors can be easier to compare then individual set colors, and setting them manually is needlessly tedious.TradeMark wrote:bad idea, it will be fucking hard to compare the colors then... would look too similar
Autohost fixed colors isn't very smart and doesn't really map to the human eye. for instance there's a wide range of "reddish" colors but a relatively narrow range of "yellow" colors.1v0ry_k1ng wrote:protip:
autohost--> !fixcolours
person hosting--> dont join retard hosts
voila, fixed colours
More importantly, a team-based setting can easily give a unifying theme to the team. "Warm colors" team could be red, orange, yellow, pink, and white, while "cool colors" team could be green, blue, turquoise, purple, and black. All of these colors are easy to tell apart (often easier than !fixcolors gives), and they make some amount of intuitive sense
Re: Balanced Annihilation V6.81
yeah... but i dont want my allies are all different lightness of blue etc. hard to know which unit belongs to who
- CarRepairer
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Re: Balanced Annihilation V6.81
So you don't want two allies that are blue and turquoise, but you're fine with one ally that's blue and one enemy that's turqoise? That's even worse! At least if you mix up one ally with another you're still assuming it's an ally, unlike the latter scenario of assuming an enemy blip is an ally.TradeMark wrote:yeah... but i dont want my allies are all different lightness of blue etc. hard to know which unit belongs to who
Last edited by CarRepairer on 31 Jan 2009, 00:18, edited 2 times in total.
- 1v0ry_k1ng
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Re: Balanced Annihilation V6.81
in other news, how about reducing pw/ak e-costs? -)
Re: Balanced Annihilation V6.81
yeah, i already suggested year ago that enemies should be shown as triangles in the minimap, but they just added uniticons after my suggestion >_> Triangles would fix every problem...CarRepairer wrote:So you don't want two allies that are blue and turquoise, but you're fine with one ally that's blue and one enemy that's turqoise? That's even worse! At least if you mix up one ally with another you're still assuming it's an ally, unlike the latter scenario of assuming an enemy blip is an ally.TradeMark wrote:yeah... but i dont want my allies are all different lightness of blue etc. hard to know which unit belongs to who
Re: Balanced Annihilation V6.81
Unless they're not on the minimap but in view of the screen. Sometimes you need to know which red player is winning the battleTradeMark wrote:yeah, i already suggested year ago that enemies should be shown as triangles in the minimap, but they just added uniticons after my suggestion >_> Triangles would fix every problem...CarRepairer wrote:So you don't want two allies that are blue and turquoise, but you're fine with one ally that's blue and one enemy that's turqoise? That's even worse! At least if you mix up one ally with another you're still assuming it's an ally, unlike the latter scenario of assuming an enemy blip is an ally.TradeMark wrote:yeah... but i dont want my allies are all different lightness of blue etc. hard to know which unit belongs to who
