[old] Balanced Annihilation V6.81
Moderator: Content Developer
- 1v0ry_k1ng
- Posts: 4656
- Joined: 10 Mar 2006, 10:24
Re: Balanced Annihilation V6.81
but why do aks cost so much more E
what is the reason
whyyyyy
I want to be able to match gator spam with ak spam
what is the reason
whyyyyy
I want to be able to match gator spam with ak spam
Re: Balanced Annihilation V6.81
Hope you dont espect balance a mod using 5v5 DSD game as a standard context...jellyman wrote: (within context of a typical dsd 5 vs 5 style game)
Re: Balanced Annihilation V6.81
Yea I suck cocks D: soz for thatginekolog wrote:Err what?
Re: Balanced Annihilation V6.81
Imho, the only thing the raider/scout kbots need changed is the fact that they do too much damage to friendlies when they die. Too much self-pwnage with them.
Re: Balanced Annihilation V6.81
I dont get this... its 10 damage over 32 aoe.. does it really have impact in game? I have never noticed.Pxtl wrote:Imho, the only thing the raider/scout kbots need changed is the fact that they do too much damage to friendlies when they die. Too much self-pwnage with them.
SMALL_UNITEX:
Name = Smalltank
AreaOfEffect = 32
Damages:
default = 10
- TheFatController
- Balanced Annihilation Developer
- Posts: 1177
- Joined: 10 Dec 2006, 18:46
Re: Balanced Annihilation V6.81
It's in the cob, lots of units have it:
Each of those EXPLODE_ON_HIT pieces do ~49 damage, so that's a lot of damage coming out of 1 AK.
I haven't been in the kbot discussion much but one thing I would like to look at is reducing the impact of these kbot shards for tech1 a bit.
Code: Select all
if( severity <= 99 )
{
corpsetype = 3;
explode ground type FALL | SMOKE | FIRE | EXPLODE_ON_HIT | BITMAP1;
explode head type FALL | SMOKE | FIRE | EXPLODE_ON_HIT | BITMAP2;
explode lfire type FALL | SMOKE | FIRE | EXPLODE_ON_HIT | BITMAP3;
explode lfoot type FALL | SMOKE | FIRE | EXPLODE_ON_HIT | BITMAP4;
explode lleg type FALL | SMOKE | FIRE | EXPLODE_ON_HIT | BITMAP5;
explode lloarm type FALL | SMOKE | FIRE | EXPLODE_ON_HIT | BITMAP1;
explode lthigh type FALL | SMOKE | FIRE | EXPLODE_ON_HIT | BITMAP2;
explode luparm type FALL | SMOKE | FIRE | EXPLODE_ON_HIT | BITMAP3;
explode pelvis type FALL | SMOKE | FIRE | EXPLODE_ON_HIT | BITMAP4;
explode rfire type FALL | SMOKE | FIRE | EXPLODE_ON_HIT | BITMAP5;
explode rfoot type FALL | SMOKE | FIRE | EXPLODE_ON_HIT | BITMAP1;
explode rleg type FALL | SMOKE | FIRE | EXPLODE_ON_HIT | BITMAP2;
explode rloarm type FALL | SMOKE | FIRE | EXPLODE_ON_HIT | BITMAP3;
explode rthigh type FALL | SMOKE | FIRE | EXPLODE_ON_HIT | BITMAP4;
explode ruparm type FALL | SMOKE | FIRE | EXPLODE_ON_HIT | BITMAP5;
explode torso type SHATTER | BITMAP1;
return (0);
}
I haven't been in the kbot discussion much but one thing I would like to look at is reducing the impact of these kbot shards for tech1 a bit.
Re: Balanced Annihilation V6.81
Why do Jeffies have self-damage? Put them at point-blank range next to a mex and watch them kill themselves...
Re: Balanced Annihilation V6.81
Yes it is very annoying.Klopper wrote:Why do Jeffies have self-damage? Put them at point-blank range next to a mex and watch them kill themselves...
Re: Balanced Annihilation V6.81
Submarine killers often stick in the shore. Easy to reproduce on Sea_Battle map. Or is it a map glitches?
Re: Balanced Annihilation V6.81
ive always thought its the mex explosion which kills them...Klopper wrote:Why do Jeffies have self-damage? Put them at point-blank range next to a mex and watch them kill themselves...
i think im correct, jeffy weapon specs say: NoSelfDamage = 1
Re: Balanced Annihilation V6.81
no they get damaged with each shot now. It used to be that you had to watch for death explosions but now they often dont even kill the first mex if they are close enough.
Re: Balanced Annihilation V6.81
Why not? 5 vs 5 DSD is overplayed, but overplayed for a reason - its one of the best gameplay experience BA has to offer.bashar wrote:Hope you dont espect balance a mod using 5v5 DSD game as a standard context...jellyman wrote: (within context of a typical dsd 5 vs 5 style game)
Which map would you rather have BA balanced for?
Perhaps comet 1 vs 1??
There is only 1 viable strategy in comet 1 vs 1 - tank rush. And maybe dabble in a bit of t1 bomber spam on the side. 90% of BA units are useless in this context. Ever seen in sumo in 1 vs 1 comet? Or a nuke?
But in DSD a far wider variety of strategies and units become viable that would be hopeless in comet 1 vs 1. Such as Kbot rush. Even porc/ecotech (as much as I hate it). Nukes. Snipers.
BA seems already to be balanced with DSD 5vs5 in mind.
Re: Balanced Annihilation V6.81
I do remember before ak self damage that I occasionally saw players spawning large hordes of aks and running through defenses with them. i.e. 2 factories each guarded with 4 nanos and ak on repeat. I remember getting pwned badly by this.ginekolog wrote:I dont get this... its 10 damage over 32 aoe.. does it really have impact in game? I have never noticed.Pxtl wrote:Imho, the only thing the raider/scout kbots need changed is the fact that they do too much damage to friendlies when they die. Too much self-pwnage with them.
SMALL_UNITEX:
Name = Smalltank
AreaOfEffect = 32
Damages:
default = 10
Since this change I've never seen this done.
Re: Balanced Annihilation V6.81
Jeffies only self damage when they are right up against a unit shooting it. Keep em at a distance and they don't emo.
Could you fix LLTs not being able to shoot over Arm solors? It's annoying and is a reason why making LLTs in base with Arm is awkward. Also the reason I play Core more often then Arm.
Another thing, could you fix the fact that sometimes when you set a queue for cons being built, they sometimes forget their queue when they are finished being built and you have to requeue all over again. This has been around for as far as I can remember and is still not fixed.
Could you fix LLTs not being able to shoot over Arm solors? It's annoying and is a reason why making LLTs in base with Arm is awkward. Also the reason I play Core more often then Arm.
Another thing, could you fix the fact that sometimes when you set a queue for cons being built, they sometimes forget their queue when they are finished being built and you have to requeue all over again. This has been around for as far as I can remember and is still not fixed.
Re: Balanced Annihilation V6.81
I once saw... several nukes.jellyman wrote: Or a nuke?
Re: Balanced Annihilation V6.81
iirc it was balanced with it in mind quite a lot, yes.jellyman wrote:Perhaps comet 1 vs 1??
-
- Posts: 1176
- Joined: 23 Aug 2007, 19:46
Re: Balanced Annihilation V6.81
BA in fact is balanced towards 1on1 games and not teamgames as its main purpose is to be used for that - that it works fine for games with lots of players is more of a "nice addon"...
Re: Balanced Annihilation V6.81
http://replays.adune.nl/?821jellyman wrote:Ever seen in sumo in 1 vs 1 comet? Or a nuke?
Re: Balanced Annihilation V6.81
ha??its not balanced for 1v1 games....that's why you don't see 80% of all units in 1v1s...[Krogoth86] wrote:BA in fact is balanced towards 1on1 games and not teamgames as its main purpose is to be used for that - that it works fine for games with lots of players is more of a "nice addon"...
-
- Posts: 1176
- Joined: 23 Aug 2007, 19:46
Re: Balanced Annihilation V6.81
Well I don't know who from WarC kept telling this and I'm currently not up for looking up the BA topics to give you a quote. It's not the first time though that people come up with "issues" from their teamgame experience and often the answer was that BA's main focus lies on 1on1 games and not teamgames...Gota wrote:ha??its not balanced for 1v1 games....that's why you don't see 80% of all units in 1v1s...
EDIT:
Ha - it's even in the Wiki:
BA is designed for competitive 1v1 gameplay
Last edited by [Krogoth86] on 23 Feb 2009, 01:16, edited 1 time in total.