Balanced Annihilation V6.95 - Page 3

Balanced Annihilation V6.95

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Beherith
Posts: 5145
Joined: 26 Oct 2007, 16:21

Re: Balanced Annihilation V6.95

Post by Beherith »

Pxtl wrote:
flop wrote:bantha mega self d was fun, put it back
What, it's gone? When did that happen??
It got a teensy nerf because of the banthas greaty improved speed.
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flop
Posts: 335
Joined: 22 Nov 2006, 05:44

Re: Balanced Annihilation V6.95

Post by flop »

- Arm Bantha self destruct damage reduced (9500->5500) blast range reduced (1280->960).

it was fun, its t3, t3 should be fun, t3 anywhere near being overpowered, taking away fun things from t3 is stupid :( when was the last time you thought a t3 unit was winning too many serious games?

ALSO

make juno good - i have several ideas

make it more expensive have less range, and have it kill nanoturrets (nanoturrets are gay)

10000% damage buff (from 1 damage) so it deals 100 damage, a tier 1 kindof nuke, could be useful

make it a nuke that only does damage to movable units, other than commander. something like 1000 damage. so it can take out groups of idle tier 1 armies

make it an emp t1 nuke

have it build with 1 missile prestocked, without the ability to make more. this one missile destroys all radars on the map (or maybe just your enemies, dont know)

turn it into a starcraft style scouting tool. have it give LOS of where its invisible missiles are firing so you can see what your enemy is up to (this would be really cool, a secret peek at enemies base)

remove it

ALSO

i think gremlin should be cheaper, its also a really cool unit that isnt used because it cant be used effectively. if spamming out 5 gremlins before making other t2 tanks was quick and cheap, people might actually do it sometimes to try to get a suprise hit on an enemy t2 lab or fusion or commander or whatever
Last edited by flop on 03 Jun 2009, 22:28, edited 1 time in total.
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TheFatController
Balanced Annihilation Developer
Posts: 1177
Joined: 10 Dec 2006, 18:46

Re: Balanced Annihilation V6.95

Post by TheFatController »

Just another crazy idea for the list - the Juno could load units then the missile fires a beacon which lands and is attackable, if the beacon is not killed in say 10 seconds one unit inside the juno gets teleported to its location, so you could have a juno with 10 missiles and scatter them all to a location behind enemy lines with 10 units loaded, maybe it could be limited to t1 and small t2 units only (no com obviously).
YokoZar
Posts: 883
Joined: 15 Jul 2007, 22:02

Re: Balanced Annihilation V6.95

Post by YokoZar »

I think Juno is underappreciated. It easily pays for its cost alone if it even kills one advanced radar, and you can usually hit one just by blindly shooting.

That's not even considering the intelligence benefit, or the fact that it takes more attention to build/move radars than to kill them with the juno.
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Pxtl
Posts: 6112
Joined: 23 Oct 2004, 01:43

Re: Balanced Annihilation V6.95

Post by Pxtl »

The problem I see with the Juno is that moving it to T1 wasn't really useful. It takes out radar towers, but radar towers are cheap and quick to replace. Taking out jammers is useful, but you rarely see full jammer coverage at T1. If the Guardian was heavily used at T1, I could see it being popular to take out enemy jammers that might be hiding guardian targets... that and if you have that kind of energy before T2, it'd probably be better to spend it on a T2 lab.

Either way, it's not underpowered, it's just underused. It's very useful in the later game. The only thing I coudl think of that would make it better would be just to spawn a Dragon's Eye where it hit, but that could be freakishly unbalancing.
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Niobium
Posts: 456
Joined: 07 Dec 2008, 02:35

Re: Balanced Annihilation V6.95

Post by Niobium »

Make juno take out DT? Maybe in a smaller radius.

Itd definitely be nice to have a way to quickly create a gap to suprise attack through. Its rather hard getting rid of DT with cons when behind the DT is much porc
Smurfwow
Posts: 6
Joined: 11 Jun 2008, 12:55

Re: Balanced Annihilation V6.95

Post by Smurfwow »

My UI just crashed during a game. I was trying to draw a custom formation, but when i released the mouse key it didn't recognise that i had, and after a few seconds everything went wacky. heres the log.(it looks like someone else had a similar problem at the same time too)

Code: Select all

[  47457] LuaUI::RunCallIn: error = 2, MouseRelease, [string "LuaUI/Widgets/unit_customformations.lua"]:644: attempt to index local 'next_node' (a nil value)
[  47525] Hawk is being attacked
[  47634] Pyro is being attacked
[  47747] Pyro is being attacked
[  47849] Flash is being attacked
[  47951] Flash is being attacked
[  48012] dukeofurl added point: Arm T1 Plasma
[  48056] Hawk is being attacked
[  48157] Bulldog is being attacked
[  48258] Morty is being attacked
[  48362] Hawk is being attacked
[  48463] Bulldog is being attacked
[  48564] Hawk is being attacked
[  48651] LuaUI::RunCallIn: error = 2, MouseRelease, [string "LuaUI/Widgets/unit_customformations.lua"]:644: attempt to index local 'next_node' (a nil value)
[  48662] LuaUI::RunCallIn: error = 2, MouseRelease, [string "LuaUI/Widgets/unit_customformations.lua"]:644: attempt to index local 'next_node' (a nil value)
[  48678] LuaUI::RunCallIn: error = 2, MouseRelease, [string "LuaUI/Widgets/unit_customformations.lua"]:644: attempt to index local 'next_node' (a nil value)
[  48681] Dominator is being attacked
[  48684] 5 errors deep in LuaUI, disabling...
[  48684] 5 errors deep in LuaUI, disabling...
[  48684] 5 errors deep in LuaUI, disabling...
[  48684] 5 errors deep in LuaUI, disabling...
[  48684] 5 errors deep in LuaUI, disabling...
[  48684] 5 errors deep in LuaUI, disabling...
[  48684] 5 errors deep in LuaUI, disabling...
[  48684] 5 errors deep in LuaUI, disabling...
[  48684] Sorting roster by Allies
[  48684] Disabled LuaUI
[  48684] Type '/luaui reload' in the chat to reenable LuaUI.
[  48684] ===>>>  Please report this error to the forum or mantis with your infolog.txt
[  48783] Thud is being attacked
[  48884] Flash is being attacked
[  48936] SalamancanMango paused the game
[  48936] <SalamancanMango> Lua gltiched up, give me a sec
[  48936] <Yoann_Sr_> THANKS LOL
[  48936] /
[  48936] <dukeofurl> type /luaui reload
[  48936] SalamancanMango unpaused the game
Also, afterward i couldn't type anything into the text box, so I couldn't reload.
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manolo_
Posts: 1370
Joined: 01 Jul 2008, 00:08

Re: Balanced Annihilation V6.95

Post by manolo_ »

i also had problems with customformation (unitl now just in BA)
Hacked
Posts: 116
Joined: 15 Aug 2008, 18:06

Re: Balanced Annihilation V6.95

Post by Hacked »

same problem with custom formations
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Pxtl
Posts: 6112
Joined: 23 Oct 2004, 01:43

Re: Balanced Annihilation V6.95

Post by Pxtl »

Oooh, thinking it over, Niobium's right - a Juno that destroys only _features_ would be useful. Punch a hole in DT, or take out a comm-corpse, or whatever.
==Troy==
Posts: 376
Joined: 29 Oct 2008, 15:55

Re: Balanced Annihilation V6.95

Post by ==Troy== »

Niobium wrote:Make juno take out DT? Maybe in a smaller radius.

Itd definitely be nice to have a way to quickly create a gap to suprise attack through. Its rather hard getting rid of DT with cons when behind the DT is much porc

1 Juno missile already takes care of the mines to the extent that they are pretty much obsolete. It also rapes jammers and radars. IMO, its even a bit OP at the current state, its just noone uses it unless enemy has massive minefields.
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flop
Posts: 335
Joined: 22 Nov 2006, 05:44

Re: Balanced Annihilation V6.95

Post by flop »

nerf juno
BaNa
Posts: 1562
Joined: 09 Sep 2007, 21:05

Re: Balanced Annihilation V6.95

Post by BaNa »

I like the idea of juno killing wrecks and features, in a smaller radius.

it has a lot of potential.

as does the juno giving los in the area where it hits.

if you do make the second option, you should also make junos kill junos (again, smaller radius).
i think gremlin should be cheaper, its also a really cool unit that isnt used because it cant be used effectively. if spamming out 5 gremlins before making other t2 tanks was quick and cheap, people might actually do it sometimes to try to get a suprise hit on an enemy t2 lab or fusion or commander or whatever
i like this too, cheaper gremlins would make for great fun.
Last edited by BaNa on 04 Jun 2009, 23:58, edited 1 time in total.
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Neddie
Community Lead
Posts: 9406
Joined: 10 Apr 2006, 05:05

Re: Balanced Annihilation V6.95

Post by Neddie »

I enjoy the Juno as it is, though I admit most people forget to use it when I'm using mines.

I could see a drastically reduced area of effect, with greater effects within that zone, say... added DT destruction & temporary LOS.
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Jazcash
Posts: 5309
Joined: 08 Dec 2007, 17:39

Re: Balanced Annihilation V6.95

Post by Jazcash »

Could you maybe buff the Juno so it does just the right amount of damage to kill one windmill? I want to use them for surprise buttsecks in a SpeedMetal game.
BaNa
Posts: 1562
Joined: 09 Sep 2007, 21:05

Re: Balanced Annihilation V6.95

Post by BaNa »

JAZCASH wrote:Could you maybe buff the Juno so it does just the right amount of damage to kill one windmill? I want to use them for surprise buttsecks in a SpeedMetal game.
dont they do like 1 damage already? just make 1 windmills hp worth of the bloody things you lazy bastard
Gedanken
Posts: 121
Joined: 13 Oct 2008, 02:57

Re: Balanced Annihilation V6.95

Post by Gedanken »

Juno should fire peewees with no fall damage or make it a rapid fire tac
nuke or like a t1 shield that bounces plasmas back to the enemy comm

idgi why change the Juno at all it isn't the unit's fault that people don't remember to use one when there are mines and jammers and so forth
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MR.D
Posts: 1527
Joined: 06 Aug 2005, 13:15

Re: Balanced Annihilation V6.95

Post by MR.D »

See, you guys have it all wrong.

The reason that combombing is so effective in BA and happens so often, is because you reward the combomber.

He doesn't just get to wipe out the enemy commander, he gets to put 5000 metal in his and his teamates pockets.

In fact, I havn't seen a game yet in BA that hasn't been completely decided by combombing with teamates rushing in quick to reclaim while the rest are busy fighting their own battles.

Having commanders with this much metal as a reward for killing or suiciding into another enemy commander is just poor gameplay mechanics period.

There are a bunch of bad things that happen when Commanders corpses have that much metal, and techrushing/nukerushing/early mass spam are just some of the retarded aspects of Pub play.

ANd don't feed me this line about "Play Com ends games", because none of the hosts and none of the pub games use com ends.

Last commander dead ends gets alot of Pub game use for sure, but that doesn't mean much when you can leave your commander at 1-100 metal and resurrect him later on after you've recycled 2400 metal you wouldn't have had otherwise.

Reducing or removing the Metal ammount for dead commanders doesn't hurt the 1v1 games anyway, or the league rules type games because they're COM ENDS and it doesn't effect those games in anyway shape or form.

This is about balance and fair play for Pub games, which consist of about 95% of any active pub games played in BA for the last 5 months.

This kind of change is something that BA has needed for ages, but all of you are too scared of not being able to Tech rush or Nuke rush in Pub games, that your only response is to flame.
HectorMeyer
Posts: 181
Joined: 13 Jan 2009, 11:20

Re: Balanced Annihilation V6.95

Post by HectorMeyer »

Let me bring up the "No Commander, No Control" option again. Make it default. Don't forget to make units "takeable" when without control.

Suddenly, losing your comm isn't so attractive anymore.
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Niobium
Posts: 456
Joined: 07 Dec 2008, 02:35

Re: Balanced Annihilation V6.95

Post by Niobium »

The biggest problem with any 'commander ends' type of solution, is that players will use their coms, or more likely the coms of others (i.e. noobier teammates), to combomb the enemy teams best players, because its the logical smart thing to do.
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