hammer/thud change revert? - Page 3

hammer/thud change revert?

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Jazcash
Posts: 5309
Joined: 08 Dec 2007, 17:39

Re: hammer/thud change revert?

Post by Jazcash »

RENERF!
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REVENGE
Posts: 2382
Joined: 24 Aug 2006, 06:13

Re: hammer/thud change revert?

Post by REVENGE »

JAZCASH wrote:RENERF!
You must be a fucking liberal.

/politics
BaNa
Posts: 1562
Joined: 09 Sep 2007, 21:05

Re: hammer/thud change revert?

Post by BaNa »

REVENGE wrote:
JAZCASH wrote:RENERF!
You must be a fucking liberal.

/politics
unrelated note : hey i just found out that the dude in high school who i never liked has turned out to be gay! do i get a homophobe high five or what?
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Lolsquad_Steven
Posts: 488
Joined: 27 Jun 2006, 17:55

Re: hammer/thud change revert?

Post by Lolsquad_Steven »

Niobium wrote:Units are MEANT to be effective at things

Change was minor

Micro should be rewarded.

Done, keep as-is.
lol
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REVENGE
Posts: 2382
Joined: 24 Aug 2006, 06:13

Re: hammer/thud change revert?

Post by REVENGE »

BaNa wrote:
REVENGE wrote:
JAZCASH wrote:RENERF!
You must be a fucking liberal.

/politics
unrelated note : hey i just found out that the dude in high school who i never liked has turned out to be gay! do i get a homophobe high five or what?
yes
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jackalope
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Joined: 18 Jun 2006, 22:43

Re: hammer/thud change revert?

Post by jackalope »

Thuds are now better than crashers at AA.
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Wisse
Posts: 263
Joined: 10 Jul 2006, 17:50

Re: hammer/thud change revert?

Post by Wisse »

Move thuds to T2!
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hunterw
Posts: 1838
Joined: 14 May 2006, 12:22

Re: hammer/thud change revert?

Post by hunterw »

if we nerf them lets do it in a different way so that they are less similar to rockos and fill a different role.

maybe a slight range nerf? visibility nerf?

when i say slight im talking like ~5%
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Pxtl
Posts: 6112
Joined: 23 Oct 2004, 01:43

Re: hammer/thud change revert?

Post by Pxtl »

Nerfing the range - particularly on the Arm unit - would make it even more similar to the Warrior now that it has a ROF boost.

Question: is it both the Hammer and the Thud that are OP, or just the Thud? I ask because the Hammer is the worse unit - higher E-cost/build-time makes it less spammable, and it has lower armor.
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1v0ry_k1ng
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Joined: 10 Mar 2006, 10:24

Re: hammer/thud change revert?

Post by 1v0ry_k1ng »

or, could just increase their energy costs so they appear later in the game
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Neddie
Community Lead
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Joined: 10 Apr 2006, 05:05

Re: hammer/thud change revert?

Post by Neddie »

Wonderful. Warned for Felony 9, Bana.

Man, this thread takes me back to the AA days. Argue this way, argue that way.
Gertkane
Posts: 156
Joined: 18 Mar 2006, 16:10

Re: hammer/thud change revert?

Post by Gertkane »

Thud is the only hard hitting t1 kbot core has. They get owned cost wise by peewees and vehicles. Just because your rocko/storm spam tactic was thrown out the window by making plasma bots useful doesnt mean they are OP.

Let the changes be for a while and only then start thinking about change. Fast buff/nerf/buff wont really balance anything.
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Day
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Joined: 28 Mar 2006, 17:16

Re: hammer/thud change revert?

Post by Day »

thuds/hammers were fine before
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Jazcash
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Joined: 08 Dec 2007, 17:39

Re: hammer/thud change revert?

Post by Jazcash »

Gertkane wrote:Fast buff/nerf/buff wont really balance anything.
Why not?

Anyway, my vote goes for reverting these back to how they were. I'm seeing 5-10 Thuds/Hammers getting pumped out by the minute now and they're a lot more "AGHR HALP" than they used to be. Doesn't take as much skillful microing to win with them now... Players just pump and kill.
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flop
Posts: 335
Joined: 22 Nov 2006, 05:44

Re: hammer/thud change revert?

Post by flop »

just revert them please :< they were fine
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TheFatController
Balanced Annihilation Developer
Posts: 1177
Joined: 10 Dec 2006, 18:46

Re: hammer/thud change revert?

Post by TheFatController »

Next version i'll revert the weapon changes (reset damage and reload back to old values and remove predictboost).

The opening script change (mostly affected hammer) and mass increase (slightly higher impulse resistance) will remain in place for now.
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Wisse
Posts: 263
Joined: 10 Jul 2006, 17:50

Re: hammer/thud change revert?

Post by Wisse »

I approve that. Good decision.
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1v0ry_k1ng
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Joined: 10 Mar 2006, 10:24

Re: hammer/thud change revert?

Post by 1v0ry_k1ng »

/baaaaaaawwww change
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JohannesH
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Joined: 07 Apr 2009, 12:43

Re: hammer/thud change revert?

Post by JohannesH »

1v0ry_k1ng wrote:/baaaaaaawwww change
Try them after revert and see if they're useless or not.
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1v0ry_k1ng
Posts: 4656
Joined: 10 Mar 2006, 10:24

Re: hammer/thud change revert?

Post by 1v0ry_k1ng »

you mean... how they were when everyone agreed they were pretty rubbish and fatcontroller decided to buff them? gee, you know I expect they will be... exactly as weak as before !

how about an incremental decrease? ie, remove the predictboost and keep the dps increase. at least they'll be a little better vs stationaries. reverting straight back to up stats because of bawwwing is just weak .
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