Balanced Annihilation V6.95 - Page 7

Balanced Annihilation V6.95

Classic game design, maintained to please you...

Moderator: Content Developer

Locked
User avatar
Jazcash
Posts: 5309
Joined: 08 Dec 2007, 17:39

Re: Balanced Annihilation V6.95

Post by Jazcash »

Wombat wrote:ofc jaz i cant beat U any other way ^^ ofc ofc

fact is u started to bitch about it after this one game.

anyway combombing wont be disabled and u should finish this topic. there is some anti combomb mode, all what is changed is trans cant pick up com... someone is using it ? NO , and thats the best proof that combombing will be present in BA FOREVAH !

No, I've always bitched about it, just not on the forum before.

That anti combomb mode is stupid, nobody wants a gimmicky system where there can't pick up a com at all with trans. Read my posts.

Combombing is just too easy and anybody can pull it off. For something so easy to do, it shouldn't do some much damage. And 2.5K M pretty much turns the tables anyway. If you have anything left to suck it with....
User avatar
Pxtl
Posts: 6112
Joined: 23 Oct 2004, 01:43

Re: Balanced Annihilation V6.95

Post by Pxtl »

For the peli, imho the immunity to subs is the problem - look at it, it doesn't look like a hover, it looks like a boat. So it's surprising when you find that all your boats except the Frigate suck at fighting it.
User avatar
Jazcash
Posts: 5309
Joined: 08 Dec 2007, 17:39

Re: Balanced Annihilation V6.95

Post by Jazcash »

Imo, anything that travels on water should be vulnerable to subs.
Also, the Brawler and Gimp's struggle at killing sea labs. Why?
User avatar
Wombat
Posts: 3379
Joined: 15 Dec 2008, 15:53

Re: Balanced Annihilation V6.95

Post by Wombat »

or torp bombers missing for example sea planes lab :/
User avatar
1v0ry_k1ng
Posts: 4656
Joined: 10 Mar 2006, 10:24

Re: Balanced Annihilation V6.95

Post by 1v0ry_k1ng »

can make hitspheres into cubes now, might be useful for making shipyards etc have deeper hit detection beneath them so torp bombers can hit
el_matarife
Posts: 933
Joined: 27 Feb 2006, 02:04

Re: Balanced Annihilation V6.95

Post by el_matarife »

I wonder if that happens with all buildings that can float or submerge.
User avatar
Jazcash
Posts: 5309
Joined: 08 Dec 2007, 17:39

Re: Balanced Annihilation V6.95

Post by Jazcash »

Tbh, I think generally, naval stuff in BA sux and needs a major rework.

The transporters suck and can't path, unload or load properly, as well as looking damn ugly when they do.

Some units have trouble hitting water units even when they're firing point blank at them.

It's always very clustered cause you have sea cons assisting labs and boats struggling to get out of the lab because of it.

It's annoying enough to have the ground underneath the water, still the actual part of the map. This means it's sometimes hard to see where exactly you are building you units, not to mention it makes drawing on the water difficult.

Some units can't be hit by subs, when they should be realistically and fairly. For example, subs can shoot any boat, by hitting the underside of the boats with torps. However, they can't shoot hovers, or any other unit that can also travel on land... This is a pain and gets on my tits.

When not in action, most boats have a tendency to tilt them self 45 degrees to the direction they should be facing. Just, eww.

T1 Naval cons take fucking ages to get their stick out.

Please, fix teh sea.
User avatar
ChaosMonkey
Posts: 180
Joined: 06 Jul 2009, 21:21

Re: Balanced Annihilation V6.95

Post by ChaosMonkey »

id like more tech 1 boats to make also
User avatar
hunterw
Posts: 1838
Joined: 14 May 2006, 12:22

Re: Balanced Annihilation V6.95

Post by hunterw »

dont make subs shoot hovers. hovers are niche as fuck anyway, they need invulnerability to subs in order to not be completely shit.

that being said, sea does suck. look at all popular team maps - none have any appreciable water. water is balanced good for sands of war and thats about it.

a land battle on big flat land is fun as hell whereas a sea battle on big flat sea is not. thats wat u gotta have for it to be fun. id start by making the boats more microable...faster turning, and perhaps a lil bit smaller footprint. as it is they path like shit, turn like shit, and basically suck to micro and are not fun.
User avatar
ChaosMonkey
Posts: 180
Joined: 06 Jul 2009, 21:21

Re: Balanced Annihilation V6.95

Post by ChaosMonkey »

u never made the point theres theres only really 3 kinds of boats to battle with which is one reason why they are not fun
User avatar
Jazcash
Posts: 5309
Joined: 08 Dec 2007, 17:39

Re: Balanced Annihilation V6.95

Post by Jazcash »

hunterw wrote:making the boats more microable...faster turning, and perhaps a lil bit smaller footprint. as it is they path like shit, turn like shit, and basically suck to micro and are not fun.
This.
User avatar
Pxtl
Posts: 6112
Joined: 23 Oct 2004, 01:43

Re: Balanced Annihilation V6.95

Post by Pxtl »

Those changes are probably too big to expect in BA - by and large, BA players seem happy with the L1 sea balance - build scouts to find out what you can expect, then spam destroyers (if fighting boats) or corvettes (if fighting hovers). Avoid naval defenses except for a chokepoint. Spam conboats for all construction purposes.

At L2, build a monstrous mix of cruisers and both flavours of submarine, with the occasional support unit (battleship, carrier, anti-air, consub). Once again, no defenses.
YokoZar
Posts: 883
Joined: 15 Jul 2007, 22:02

Re: Balanced Annihilation V6.95

Post by YokoZar »

The best sea maps are those that have some sort of choke point and allow you to build real defenses, especially with land at the beginning. The Rock v2 is excellent because you can have an ally put land based LLTs and jellyfish to kill scout boats; sands of war allows a similar sort of defense.

Once you get past early t1, the sea game gets much more lively - hovers, cruisers, battleships, pelicans, gimps, subs, real torpedo launchers -- these are fun units to battle with, but it's incredibly rare to have t2 ship to ship.


I think all that's needed is just a bit more static defense for early sea players. It may even be as simple as adding a foating LLT
User avatar
Jazcash
Posts: 5309
Joined: 08 Dec 2007, 17:39

Re: Balanced Annihilation V6.95

Post by Jazcash »

T2 Sea is basically just who can spam the most subs...
User avatar
CCBlackmilk
Posts: 62
Joined: 03 Jul 2009, 03:20

Re: Balanced Annihilation V6.95

Post by CCBlackmilk »

JAZCASH wrote:T2 Sea is basically just who can spam the most subs...
And wtf is with people complaining about Epochs having no anti-sub stuff... Why don't they bring subs with them!?

But, everything else, I agree, just more static defense (not even that much, just maybe a plasma cannon thing or so) for Sea and better turn rates for constructors, and, perfect.

Increasing turnspeeds of certain vehicles wouldnt hurt either.
User avatar
Jazcash
Posts: 5309
Joined: 08 Dec 2007, 17:39

Re: Balanced Annihilation V6.95

Post by Jazcash »

Not to mention the fact it takes 3 torp bombers to kill a com and they launch their torps so early it's pretty much impossible to stop them with AA unless the map is like more than 50% water anyway...
User avatar
Wombat
Posts: 3379
Joined: 15 Dec 2008, 15:53

Re: Balanced Annihilation V6.95

Post by Wombat »

i always thought sea is op D:

cons are opening long, yes, but they got epic range.

sub spam is best way to win sea, tho in t1 destroyers pwn subs, in t2 there are sub killers. also in 99% of cases doods stack subs together so its not that hard to kill them.

If u let enemy make like 20 t2 subs, it means u suxx at sea and it was porcfest... in rest of cases, lets say, executioner spam is much better.

btw. why more def?! more static def = more porc and so far sea is getting very porcy after 1 torp launcher at front, which is terrible pain in the ass
User avatar
Jazcash
Posts: 5309
Joined: 08 Dec 2007, 17:39

Re: Balanced Annihilation V6.95

Post by Jazcash »

YokoZar
Posts: 883
Joined: 15 Jul 2007, 22:02

Re: Balanced Annihilation V6.95

Post by YokoZar »

Wombat wrote:i always thought sea is op D:

cons are opening long, yes, but they got epic range.

sub spam is best way to win sea, tho in t1 destroyers pwn subs, in t2 there are sub killers. also in 99% of cases doods stack subs together so its not that hard to kill them.

If u let enemy make like 20 t2 subs, it means u suxx at sea and it was porcfest... in rest of cases, lets say, executioner spam is much better.

btw. why more def?! more static def = more porc and so far sea is getting very porcy after 1 torp launcher at front, which is terrible pain in the ass
If your opinion of sea is that it's very porcy you're playing "sea" maps that are full of chokepoints (or are just a glorified narrow river like Rock v2)
User avatar
flop
Posts: 335
Joined: 22 Nov 2006, 05:44

Re: Balanced Annihilation V6.95

Post by flop »

YokoZar wrote:Once you get past early t1, the sea game gets much more lively - hovers, cruisers, battleships, pelicans, gimps, subs, real torpedo launchers -- these are fun units to battle with, but it's incredibly rare to have t2 ship to ship.
REAL TORPEDO LAUNCHERS?! :0
Locked

Return to “Balanced Annihilation”