Balanced Annihilation V7.00 - Page 2

Balanced Annihilation V7.00

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manolo_
Posts: 1370
Joined: 01 Jul 2008, 00:08

Re: Balanced Annihilation V7.00

Post by manolo_ »

is attack aoe 3.1c still just for ba? as springdownloader said?
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TheFatController
Balanced Annihilation Developer
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Joined: 10 Dec 2006, 18:46

Re: Balanced Annihilation V7.00

Post by TheFatController »

Not tested with any other mod so yeah I would say so
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Jazcash
Posts: 5309
Joined: 08 Dec 2007, 17:39

Re: Balanced Annihilation V7.00

Post by Jazcash »

Reasons to remove Hover/T2CoreBot/Shipyard transports:

* Some have no loading & unloading animations. The units just disappear.
*Their pathing scripts are fugly.
*When some of them die with a com in, they die, but the com pops back out unharmed.
*They don't load and unload when you want them too. You spend ages smashing unload.
*They look fugly.
*Nobody uses them anyway.
Andrej
Posts: 176
Joined: 13 Aug 2006, 18:55

Re: Balanced Annihilation V7.00

Post by Andrej »

oh qq please were you that smurf in the lobby that said
he would troll the BA thread with this sort of stuff?
JAZCASH wrote:* Some have no loading & unloading animations. The units just disappear.
Feature, the SC dropship has no loading animation either.
JAZCASH wrote:*Their pathing scripts are fugly.
Engine pathing same as other units.
JAZCASH wrote:*When some of them die with a com in, they die, but the com pops back out unharmed.
Feature, go play NOTA or something.
JAZCASH wrote:*They don't load and unload when you want them too. You spend ages smashing unload.
*They look fugly.
Never happens to me are you doing it wrong :?:
JAZCASH wrote:*Nobody uses them anyway.
Hur i dont use levelers because i always play arm remove pls.
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Jazcash
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Re: Balanced Annihilation V7.00

Post by Jazcash »

/me facepalms
Last edited by Jazcash on 19 Aug 2009, 02:31, edited 2 times in total.
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Jazcash
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Re: Balanced Annihilation V7.00

Post by Jazcash »

Andrej wrote:oh qq please were you that smurf in the lobby that said
he would troll the BA thread with this sort of stuff?
No, I wasn't.
JAZCASH wrote:* Some have no loading & unloading animations. The units just disappear.
Andrej wrote:Feature, the SC dropship has no loading animation either.
The what dropship? If you're talking about any of the air dropships then you clearly haven't played BA.
JAZCASH wrote:*Their pathing scripts are fugly.
Andrej wrote:Engine pathing same as other units.
Which is probably why they fail. The sea trans just barge themselves straight into the side of the land usually making them very hard to get unstuck.
JAZCASH wrote:*When some of them die with a com in, they die, but the com pops back out unharmed.
Andrej wrote:Feature, go play NOTA or something.
A bug is not a feature. Go play BA or something.
JAZCASH wrote:*They don't load and unload when you want them too. You spend ages smashing unload.
*They look fugly.
Andrej wrote:Never happens to me are you doing it wrong :?:
I'm afraid this happens to everybody I've spoken to on this issue. You're doing it wrong.
JAZCASH wrote:*Nobody uses them anyway.
Andrej wrote:Hur i dont use levelers because i always play arm remove pls.
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Societal
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Joined: 05 May 2009, 13:57

Re: Balanced Annihilation V7.00

Post by Societal »

TheFatController wrote:- Core Viper & Arm Pitbull energy cost increased 50%.
- Core Viper & Arm Pitbull damage and reload increased 25% (same dps, slightly lower ROF).
What defense is there left against Zippers other than your own held back force of the same? The main T2 fighting units do terribly against a large Zipper raid due to their high damage/slow ROF and slow movement. Vipers and Pitbulls chewed through them though with their high accuracy and rate of fire.
YokoZar
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Joined: 15 Jul 2007, 22:02

Re: Balanced Annihilation V7.00

Post by YokoZar »

Exploit: Torpedo bombers can attack land targets.
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1v0ry_k1ng
Posts: 4656
Joined: 10 Mar 2006, 10:24

Re: Balanced Annihilation V7.00

Post by 1v0ry_k1ng »

JAZCASH wrote:Reasons to remove Hover/T2CoreBot/Shipyard transports:

* Some have no loading & unloading animations. The units just disappear.
*Their pathing scripts are fugly.
*When some of them die with a com in, they die, but the com pops back out unharmed.
*They don't load and unload when you want them too. You spend ages smashing unload.
*They look fugly.
*Nobody uses them anyway.
nah they're fine, I see people use them all time

change nothing!
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Jazcash
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Joined: 08 Dec 2007, 17:39

Re: Balanced Annihilation V7.00

Post by Jazcash »

1v0ry_k1ng wrote:
JAZCASH wrote:Reasons to remove Hover/T2CoreBot/Shipyard transports:

* Some have no loading & unloading animations. The units just disappear.
*Their pathing scripts are fugly.
*When some of them die with a com in, they die, but the com pops back out unharmed.
*They don't load and unload when you want them too. You spend ages smashing unload.
*They look fugly.
*Nobody uses them anyway.
nah they're fine, I see people use them all time

change nothing!
Yeh, they probably have big cannons and jetpacks in XTA...
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TheFatController
Balanced Annihilation Developer
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Re: Balanced Annihilation V7.00

Post by TheFatController »

YokoZar wrote:Exploit: Torpedo bombers can attack land targets.
More info? Pretty sure they couldn't last time I checked
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JohannesH
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Re: Balanced Annihilation V7.00

Post by JohannesH »

TheFatController wrote:
YokoZar wrote:Exploit: Torpedo bombers can attack land targets.
More info? Pretty sure they couldn't last time I checked
They can, but they miss their targets. The torpedos hit ground where they would normally go underwater.
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Jazcash
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Re: Balanced Annihilation V7.00

Post by Jazcash »

There's also a bug where if you queue say a line of windmills on some land. It will sometimes say you can place windmills on all parts of that land but when it comes to building some of them, it turns out you can't build them there because it misjudged the shape of the land.
imbaczek
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Re: Balanced Annihilation V7.00

Post by imbaczek »

this is because windmills terraform ground under them, which causes the slope on nearby ones to go out of allowed limit. it's an engine problem which most likely will never be fixed.
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mildarf
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Re: Balanced Annihilation V7.00

Post by mildarf »

this mod looks good! 8)

one question: does developers intend to make some changes about commbombing/commnapping in future versions of BA?
YokoZar
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Re: Balanced Annihilation V7.00

Post by YokoZar »

TheFatController wrote:
YokoZar wrote:Exploit: Torpedo bombers can attack land targets.
More info? Pretty sure they couldn't last time I checked
I think they can be given forced attack ground orders. I saw a player using em like adv bombers and killing comms and stuff with them (they're way better)
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albator
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Re: Balanced Annihilation V7.00

Post by albator »

A)
mildarf wrote:this mod looks good! 8)

one question: does developers intend to make some changes about commbombing/commnapping in future versions of BA?
-If you dont want to be combomed, don't compush (compushing gives you a huge advantage but you have a drawback if you play against descent players, you cannot keep degunning millions of tanks and in the same time complaing about combombs)

-If you dont want to be connap, build AA

BA is not only about stumpy spam.

Complaining about this 2 things is like complaining about blades. Some players only want to play arm and build only stumpy cause they are so much more efficient than raider (better speed, turnrate, dmp, less energy cost , less metal coast). They dont understand blades is the only unit which prevents all the core BA community to switch to arm (except maybe gathor (for the range > flashes)) for 1vs1 -> 3vs3. Indeed Janus has larger range than riot and above all can fire above wrecks. It makes is viable in small map against kbot
These poeple never build AA either and complain about a few blades although you can kill one blades in one slasher shoot.


The question should be : what change in YOUR gamplay YOU intend to avoid commbombing/commnapping ?




B)
- Arm Jeffy weapon damage reduced (50->35).
- Core Weasel weapon damage reduced (50->35).
health of jeffy: 80
health of weasel : 95

before BA700

you need 2 shoots to kill a jeffy : 100>80>50
you need 2 shoots to kill a weasel : 100>95>50

with BA700

you need 3 shoots to kill a jeffy : 105>80>70
you need 3 shoots to kill a weasel : 105>95>70


If changes had been :
- Arm Jeffy weapon damage reduced (50->30).
- Core Weasel weapon damage reduced (50->30).
you need 3 shoots to kill a jeffy : 90>80>60
you need 4 shoots to kill a weasel : 120>95>90


If changes had been :
- Arm Jeffy weapon damage reduced (50->40).
- Core Weasel weapon damage reduced (50->40).
you need 2 shoots to kill a jeffy : 80>80>40
you need 3 shoots to kill a weasel : 120>95>80


Conclusion : weasel is stronger to compensate low speed. But versus jeffy, it just suck too much in BA6.xx and it will still sucks in BA 700 casue of the difference in speed. The nerfed had been adjusted so that the stonger healt of weasel still is usless -> jeffy still own weasel.

If the nerf had been 30 or 40 , it would had compensate but it is not the case.
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JohannesH
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Re: Balanced Annihilation V7.00

Post by JohannesH »

jeffy and weasel dmg suffer from laser falloff, so your calculations are not complete.
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albator
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Re: Balanced Annihilation V7.00

Post by albator »

JohannesH wrote:jeffy and weasel dmg suffer from laser falloff, so your calculations are not complete.
tell me more plz
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hunterw
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Re: Balanced Annihilation V7.00

Post by hunterw »

their dmg decreases if the target is further away

dunno if its linear / whatever
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