BA Feature Requests (post features & units here) - Page 3

BA Feature Requests (post features & units here)

Classic game design, maintained to please you...

Moderator: Content Developer

User avatar
Gota
Posts: 7151
Joined: 11 Jan 2008, 16:55

Re: BA Feature Requests (post features & units here)

Post by Gota »

Pxtl wrote:
JohannesH wrote:
Pxtl wrote:Realistically, there will be no real gameplay changes to BA. It's safe to expect that any substantial gameplay changes (ie: new roles for existing units, new units, etc.) in this thread will be ignored.
Some recent changelogs prove you wrong.

So this thread is highly relevant.
Really, what earthshattering gameplay changes have happened recently? There are various optional gadgets and widgets, but I can't think of anything but nudging some numbers around and fixing gameplay things that can only be described as bugs.... and the drastic ones get reverted anyways if they hurt the gameplay.
Man you constantly talk about BA and give advice etc..YOU HARDLY EVER PLAY/ED BA!!!!!and you suck at it also.
hilarious...
User avatar
Neddie
Community Lead
Posts: 9406
Joined: 10 Apr 2006, 05:05

Re: BA Feature Requests (post features & units here)

Post by Neddie »

I think he clocked a few dozen hours.
User avatar
Wombat
Posts: 3379
Joined: 15 Dec 2008, 15:53

Re: BA Feature Requests (post features & units here)

Post by Wombat »

said gota who is not playing ba coz he thinks sa is cool which is ba with aa hitting ground and no nanos and he rages coz nobody likes sa coz it suxx so he rages at ba kknicegrammathxbai
User avatar
CarRepairer
Cursed Zero-K Developer
Posts: 3359
Joined: 07 Nov 2007, 21:48

Re: BA Feature Requests (post features & units here)

Post by CarRepairer »

Gedanken wrote:Charming naivety, Troy

Anyway, this thrad gets my vote for best thrad of year

Give comm quadruple HP, indestructible trans and 360 dgun plox see you in the future

/me puts on hot pink underpants, grinds down half pipe on rollerblades, ollies out of thread , has sex with hot supermodel while eating pizza and snorting powdered cheese
*Applause*
hoijui wrote:or half way floating walls, that remain in the middle between gournd and surface, to protect subs/from subs.
Just like in real life.
User avatar
Gota
Posts: 7151
Joined: 11 Jan 2008, 16:55

Re: BA Feature Requests (post features & units here)

Post by Gota »

Wombat wrote:said gota who is not playing ba coz he thinks sa is cool which is ba with aa hitting ground and no nanos and he rages coz nobody likes sa coz it suxx so he rages at ba kknicegrammathxbai
RRRRRAAAAAAAAGGGGGGGEEEEEE
Gedanken
Posts: 121
Joined: 13 Oct 2008, 02:57

Re: BA Feature Requests (post features & units here)

Post by Gedanken »

don't be a [BA] playa hater
User avatar
Wombat
Posts: 3379
Joined: 15 Dec 2008, 15:53

Re: BA Feature Requests (post features & units here)

Post by Wombat »

me want flying epoch, please.

oh and i think dgun needs nerf, it kills everything with 1 shot :X
User avatar
bartvbl
Posts: 346
Joined: 21 Mar 2009, 15:55

Re: BA Feature Requests (post features & units here)

Post by bartvbl »

hm..
then we also need to replace the missiles coming from the krog by long-range nukes, and a huge kbot catapult, which shoots with thuds and warriors.

Oh, and of course a combombing plane: a transport which is already carrying a commander when it is built. That save time getting your comm first, and then flying into the enemy camp.

;)
User avatar
Pxtl
Posts: 6112
Joined: 23 Oct 2004, 01:43

Re: BA Feature Requests (post features & units here)

Post by Pxtl »

neddiedrow wrote:I think he clocked a few dozen hours.
I've mostly been playing CA lately, but I do still play BA when the only open game is the typical 5v5dsd. I haven't seen any earthshattering new gameplay since the hammer/thud buffing debacle, which is around when I switched to CA primarily... what's the big gameplay change I've failed to notice?
User avatar
JohannesH
Posts: 1793
Joined: 07 Apr 2009, 12:43

Re: BA Feature Requests (post features & units here)

Post by JohannesH »

Pxtl wrote:
neddiedrow wrote:I think he clocked a few dozen hours.
I've mostly been playing CA lately, but I do still play BA when the only open game is the typical 5v5dsd. I haven't seen any earthshattering new gameplay since the hammer/thud buffing debacle, which is around when I switched to CA primarily... what's the big gameplay change I've failed to notice?
Gameplay change or balance change? Same thing answers both though, jeffies.
User avatar
Neddie
Community Lead
Posts: 9406
Joined: 10 Apr 2006, 05:05

Re: BA Feature Requests (post features & units here)

Post by Neddie »

Nobody said there was a major change. Major assumes there will be a stutter in play. I don't think I've had to really develop a new perspective or new method of play in BA since it was WarC.
User avatar
Pxtl
Posts: 6112
Joined: 23 Oct 2004, 01:43

Re: BA Feature Requests (post features & units here)

Post by Pxtl »

neddiedrow wrote:Nobody said there was a major change. Major assumes there will be a stutter in play. I don't think I've had to really develop a new perspective or new method of play in BA since it was WarC.
Well, that was kind of my point in my post - people were asking for things like underwater nanotowers or nanos-building-nanos, sonar jammers, etc. Those are all changes that are too large for BA - even if they were good ideas, they wouldn't happen.
mar3moset
Posts: 24
Joined: 12 Nov 2009, 21:04

Re: BA Feature Requests (post features & units here)

Post by mar3moset »

In t2 Core veh we need mobile tac nuker.....or give krog tac nukes to replace those overly tupid missles, like come on those things it fires are larger then most of its possible targets, and yet a single missle wont even 1 hit kill a single goliath...its just a bad joke...But of course you have to build the missles...say at 3x the normal rate since well the first place a krog is normally sent it the front lines...
User avatar
bartvbl
Posts: 346
Joined: 21 Mar 2009, 15:55

Re: BA Feature Requests (post features & units here)

Post by bartvbl »

2 words:
1: no
2: way
the krog is already the most powerful unit around in BA. Those missiles are doing a good job against stationary object - like turrets or buildings, and that is more than enough.
User avatar
Blue_Falcon
Posts: 155
Joined: 16 Oct 2008, 18:54

Re: BA Feature Requests (post features & units here)

Post by Blue_Falcon »

bartvbl wrote:2 words:
1: no
2: way
the krog is already the most powerful unit around in BA. Those missiles are doing a good job against stationary object - like turrets or buildings, and that is more than enough.
Feature request. Make missiles only target buildings by default.
mar3moset
Posts: 24
Joined: 12 Nov 2009, 21:04

Re: BA Feature Requests (post features & units here)

Post by mar3moset »

bartvbl wrote:2 words:
1: no
2: way
the krog is already the most powerful unit around in BA. Those missiles are doing a good job against stationary object - like turrets or buildings, and that is more than enough.

Krogs have no real use if the enemy can just outrange them with Betha spam or etc. Which will come far earlier then a krog will. But how about we make it so you can only see rockets plasma and other projectiles only when their in your line of sight. it doesnt really make to much sense that you can see a bertha's plasma round or a rocket with a unit that can supposedly only see around 15 meters infront of itself...

EDIT: I forgot to mention that a Krog is a joke for its current metal cost, not its damage or range or stat based problems but its weapon aiming and rotating speeds are rather slow all you really need to do if you dont have a bertha is have around 25 pitbull t2 med tanks and form a circle around the thing, it will auto target all over the place and in no time blam, but if it was micro'ed it may do far better then the AI would but not sure by how much...but don't get me wrong, if you were to send those twenty five tanks straight at a krog and park infront of it you have just wasted twenty five good tanks.
User avatar
Gota
Posts: 7151
Joined: 11 Jan 2008, 16:55

Re: BA Feature Requests (post features & units here)

Post by Gota »

mar3moset wrote:
bartvbl wrote:2 words:
1: no
2: way
the krog is already the most powerful unit around in BA. Those missiles are doing a good job against stationary object - like turrets or buildings, and that is more than enough.

Krogs have no real use if the enemy can just outrange them with Betha spam or etc. Which will come far earlier then a krog will. But how about we make it so you can only see rockets plasma and other projectiles only when their in your line of sight. it doesnt really make to much sense that you can see a bertha's plasma round or a rocket with a unit that can supposedly only see around 15 meters infront of itself...

EDIT: I forgot to mention that a Krog is a joke for its current metal cost, not its damage or range or stat based problems but its weapon aiming and rotating speeds are rather slow all you really need to do if you dont have a bertha is have around 25 pitbull t2 med tanks and form a circle around the thing, it will auto target all over the place and in no time blam, but if it was micro'ed it may do far better then the AI would but not sure by how much...but don't get me wrong, if you were to send those twenty five tanks straight at a krog and park infront of it you have just wasted twenty five good tanks.
Shoot yourself in the head.
mar3moset
Posts: 24
Joined: 12 Nov 2009, 21:04

Re: BA Feature Requests (post features & units here)

Post by mar3moset »

Gota wrote:
mar3moset wrote:
bartvbl wrote:2 words:
1: no
2: way
the krog is already the most powerful unit around in BA. Those missiles are doing a good job against stationary object - like turrets or buildings, and that is more than enough.

Krogs have no real use if the enemy can just outrange them with Betha spam or etc. Which will come far earlier then a krog will. But how about we make it so you can only see rockets plasma and other projectiles only when their in your line of sight. it doesnt really make to much sense that you can see a bertha's plasma round or a rocket with a unit that can supposedly only see around 15 meters infront of itself...

EDIT: I forgot to mention that a Krog is a joke for its current metal cost, not its damage or range or stat based problems but its weapon aiming and rotating speeds are rather slow all you really need to do if you dont have a bertha is have around 25 pitbull t2 med tanks and form a circle around the thing, it will auto target all over the place and in no time blam, but if it was micro'ed it may do far better then the AI would but not sure by how much...but don't get me wrong, if you were to send those twenty five tanks straight at a krog and park infront of it you have just wasted twenty five good tanks.
Shoot yourself in the head.
If your making a krog or juggy its power should be sufficent to end the game, its metal cost is usually to high for what it kills on average. besides its not like asking for the krog to survive a d-gun...Tac nukes seem logical since the rocket pods on a Krogoth's back are larger then the Core Catalyst, you wont lose your Krog indefintly now because you can shoot those berthas or with sufficent scouting his someones anti nuke with one of those things. So please explain why I have to shoot myself.
User avatar
bartvbl
Posts: 346
Joined: 21 Mar 2009, 15:55

Re: BA Feature Requests (post features & units here)

Post by bartvbl »

The power of krog and jugg should not be able to end a game; that would only make it extremely boring. If someone then managed to make a krog or jugg the whole game would be over. So forget it.
==Troy==
Posts: 376
Joined: 29 Oct 2008, 15:55

Re: BA Feature Requests (post features & units here)

Post by ==Troy== »

CarRepairer wrote:
Gedanken wrote:Charming naivety, Troy

Anyway, this thrad gets my vote for best thrad of year

Give comm quadruple HP, indestructible trans and 360 dgun plox see you in the future

/me puts on hot pink underpants, grinds down half pipe on rollerblades, ollies out of thread , has sex with hot supermodel while eating pizza and snorting powdered cheese
*Applause*
hoijui wrote:or half way floating walls, that remain in the middle between gournd and surface, to protect subs/from subs.
Just like in real life.


all I was trying to do is to point out that some people with inflated ego do not deicde over the mod :) I personally do not suggest anything of that kind.
Post Reply

Return to “Balanced Annihilation”