Balanced Annihilation V7.14
Moderator: Content Developer
Re: Balanced Annihilation V7.14
[NUB opinion]
I agree with all Wombats points.
- vanguards : HP nerf or make em slower
- fido : needs longer range than HLT
- T2 bombers : not to drop bombs so far from the target
- sharpshooters : are fine... clock + not so visible shooting
- long range AA : is shit, reduce the reload time
- Juno : is for taking the jammers down... use scouts against mine fields :)
- Goli : should have a slight reload time nerf, but who knows
- bladewings : some times nearly unstoppable w/o mass of fighters; increase reload time maybe
[/NUB opinion]
I agree with all Wombats points.
- vanguards : HP nerf or make em slower
- fido : needs longer range than HLT
- T2 bombers : not to drop bombs so far from the target
- sharpshooters : are fine... clock + not so visible shooting
- long range AA : is shit, reduce the reload time
- Juno : is for taking the jammers down... use scouts against mine fields :)
- Goli : should have a slight reload time nerf, but who knows
- bladewings : some times nearly unstoppable w/o mass of fighters; increase reload time maybe
[/NUB opinion]
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- Posts: 181
- Joined: 13 Jan 2009, 11:20
Re: Balanced Annihilation V7.14
I agree completely with SirArtturi about the importance of the commander mechanics. They are clearly broken, abused to hell and back, and BA is becoming really stale because of it. Kept me from playing also.
I also noticed Samsons/Slashers not shooting sometimes when moving, they always do once they get attacked though, probably a bug.
About t1 subs:
Make them able to shoot in all directions, speed buff, LOS buff. The problem I have with subs is that Destroyers are faster and therefore always have the initiative in battle and can easily retreat, plus subs cant even attempt to run away when they cannot shoot backwards, as opposed to destroyers. The low LOS makes it impossible for them to target precisely on their own / at max range. When used alone, they can do nothing but stumble blindly into the enemy. Couldn't subs shoot in all directions in OTA anyway?
T1 bombers could use a bit more HP, they are extremely frail right now.
About the Mercury, Screamer: keep the high costs and reload time, but make the missile explode into some AOE effect, similar to flak.
The Juno should be completely removed, I don't see how free mine/radar/jammer killing everywhere adds to the gameplay. Improve the minsweeper abilities of the minelayer somehow, maybe give it a mini Juno weapon. Countermeasure building could also be removed, it's hard enough to successfully operate with cloaked units already.
I also noticed Samsons/Slashers not shooting sometimes when moving, they always do once they get attacked though, probably a bug.
About t1 subs:
Make them able to shoot in all directions, speed buff, LOS buff. The problem I have with subs is that Destroyers are faster and therefore always have the initiative in battle and can easily retreat, plus subs cant even attempt to run away when they cannot shoot backwards, as opposed to destroyers. The low LOS makes it impossible for them to target precisely on their own / at max range. When used alone, they can do nothing but stumble blindly into the enemy. Couldn't subs shoot in all directions in OTA anyway?
T1 bombers could use a bit more HP, they are extremely frail right now.
About the Mercury, Screamer: keep the high costs and reload time, but make the missile explode into some AOE effect, similar to flak.
The Juno should be completely removed, I don't see how free mine/radar/jammer killing everywhere adds to the gameplay. Improve the minsweeper abilities of the minelayer somehow, maybe give it a mini Juno weapon. Countermeasure building could also be removed, it's hard enough to successfully operate with cloaked units already.
Re: Balanced Annihilation V7.14
Fatty's not going to add or modify unit models, animations or behaviours. He's only going to apply balance changes so don't go making unreasonable suggestions:

I mean really...Improve the minsweeper abilities of the minelayer somehow, maybe give it a mini Juno weapon

Re: Balanced Annihilation V7.14
Have you ever actually used the fight command on a minesweeper? Come back when you learn how to play.HectorMeyer wrote:The Juno should be completely removed, I don't see how free mine/radar/jammer killing everywhere adds to the gameplay. Improve the minsweeper abilities of the minelayer somehow, maybe give it a mini Juno weapon. Countermeasure building could also be removed, it's hard enough to successfully operate with cloaked units already.
- forest_devil
- Posts: 140
- Joined: 14 Aug 2009, 17:36
Re: Balanced Annihilation V7.14
how about corvettes (T1 sea) require less energy to shoot.
Re: Balanced Annihilation V7.14
I think Regret should dev BA.
Re: Balanced Annihilation V7.14
The missile unit bug works like this: You give it a attack command somewhere, but then give it a move order. It will stop firing then, until you give it a new attack order or tell it to top. Its the same in other TA mods too. Would be nice if script was fixed, but until then its good to know how to stop it.
Also fidos outrange hlts, just dont suck with microing them
Mercury/Screamer have way bigger aoe than flak
Unless its 8v8 dsd, metal makers are almost useless already. Nerf them, why? Oo
If you don't like combombs, play 1v1 then
And unless TFC wants to make more overall changes to some parts of the game, I don't think there's that much point in tweaking alot of stats. I'd rather have a stable or "stagnating" game then, than a random change to random shit every month.
& would be cool if you could answer the question in my 1st post
Also fidos outrange hlts, just dont suck with microing them
Mercury/Screamer have way bigger aoe than flak
Unless its 8v8 dsd, metal makers are almost useless already. Nerf them, why? Oo
If you don't like combombs, play 1v1 then
And unless TFC wants to make more overall changes to some parts of the game, I don't think there's that much point in tweaking alot of stats. I'd rather have a stable or "stagnating" game then, than a random change to random shit every month.
& would be cool if you could answer the question in my 1st post
Re: Balanced Annihilation V7.14
I like Fatty, but he isn't as active as hoped. Not a biggie, people have lives these days, but there should at least be some assistant devs. Regret would be one good choice. Although, he'd probably buff atlasesGota wrote:I think Regret should dev BA.

Also, BA used to be designed and changed to suit 1v1 gameplay. Now I think it should be changed to suit 8v8 DSD

Re: Balanced Annihilation V7.14
Awful pointless post... It's not just in BA noob, try making your samsons move&fire in xta, its actually much harder there than in BA.Wombat wrote:ur suggestions are ' pointless or awfull imo.'
and its bugged only in ba.
Just too bad that it doesn't really suit 8v8 that wellJazcash wrote:Also, BA used to be designed and changed to suit 1v1 gameplay. Now I think it should be changed to suit 8v8 DSD
Or, get some 8 player teams that practice together and we could actually see if it does
Re: Balanced Annihilation V7.14
why did u remove posts when i own johan :<
Re: Balanced Annihilation V7.14
The commander now has the same (plus) icon as all builders. Is this intentional? 7.14 on 82.1
Re: Balanced Annihilation V7.14
Let the xta dev help, i want to see ifi i can actually ram it into the ground like xta.
Re: Balanced Annihilation V7.14
Lets try to keep suggestions based around 8v8 dsd games out of the discussion. Commanders are perfectly fine - the fact that they're abused in 8v8 is simply an effect of playing the game that was made for small games in an 8v8. It's just not made to hold up with that many players, and commanders aren't abused in small games.
But I agree with many of the suggestions. T2 bombers are slightly OP, mainly because of how far their bomb drop distance is, it makes static AA almost entirely worthless against T2 air.
Vanguards also have slightly too much health, maybe a 10-15% HP nerf?
And diplomats/merls are a tad expensive.
Naval as well, the entire dynamic of it is very different from land play and usually extremely frustrating, between bad pathfinding and lack of good early defense against scouts and light hovers (i.e., no water alternative to llt, it's like trying to defend your base against 5 fleas with just your commander - really hard and really annoying, no good counter), it makes a game that isn't fun to play, for either side.
I agree with johan though, overall it's balanced and stable, and any changes that are made should be very small and tested before releasing, I think we'd all rather have the nice stable game we have now than something that is constantly changing.
But I agree with many of the suggestions. T2 bombers are slightly OP, mainly because of how far their bomb drop distance is, it makes static AA almost entirely worthless against T2 air.
Vanguards also have slightly too much health, maybe a 10-15% HP nerf?
And diplomats/merls are a tad expensive.
Naval as well, the entire dynamic of it is very different from land play and usually extremely frustrating, between bad pathfinding and lack of good early defense against scouts and light hovers (i.e., no water alternative to llt, it's like trying to defend your base against 5 fleas with just your commander - really hard and really annoying, no good counter), it makes a game that isn't fun to play, for either side.
I agree with johan though, overall it's balanced and stable, and any changes that are made should be very small and tested before releasing, I think we'd all rather have the nice stable game we have now than something that is constantly changing.
Re: Balanced Annihilation V7.14
As with many and all games in the TA series (supcom included) air is much too strong. We're talking about missile tanks, giant laser and plasma cannons. Then we get missiles for airplanes that are effectively a hilarious joke. Any form of AA at the same level of plane should shoot it down in one shot. Either drop down the health of planes (I would highly recommend this) or change the damage of all AA to a minimum of the strongest air unit.
Re: Balanced Annihilation V7.14
1. disable air-labs in the lobby, when hosting your game, if you hate air so much.
2. make a mutator.
3. forget it
2. make a mutator.
3. forget it
Re: Balanced Annihilation V7.14
With the possible exception of T2 bomber drop distance, air is balanced just fine.
In large games, you'll have a dedicated air player so fighters will fend off air attacks.
In small games, if you let someone get heavy T2 air while you're pressuring them on ground - well, you deserve to lose. T1 air is easy to stop with T1 ground AA.
In large games, you'll have a dedicated air player so fighters will fend off air attacks.
In small games, if you let someone get heavy T2 air while you're pressuring them on ground - well, you deserve to lose. T1 air is easy to stop with T1 ground AA.
Re: Balanced Annihilation V7.14
Comm commits suicide with nuclear explosion which in reality makes every object into sand. So, why wrecks are stayed in BA? Remove them and this will be more real & also will solve half of problems described by SirArtturi (PS. I know about existence of "No Unit Wrecks" option. I don't like to turn it ON. I'm just suggesting not to leave wreckages after nuclear explosions).SirArtturi wrote:This is one of the main reasons I stopped playing BA. Every FFA I get either combombed or napped (thats why I really hesitate playing them.) Most of the overcrowded teamgames are just reckless combombing and comwalking or Base teching using commander as a metal to build fusions asap. When two commanders face, it's usually just best option to dgun first, since the explosion will fly the wreck in your base and leave the dgunned wreck in that position.
Well, there is another point. With BA i can easily test stuff (AI) and play with Intel X4500 graphics. In CA every lua-based menu popup gives me a lag.And the BA could really take some graphical updates. Its quite ugly...
Re: Balanced Annihilation V7.14
Also, could we get a fix on being able to fly air units out the map? Having Coms tran's out the map by guarding a scout to waste time or sneak behind the enemy lines or w/e isn't terribly fair.
- very_bad_soldier
- Posts: 1397
- Joined: 20 Feb 2007, 01:10
Re: Balanced Annihilation V7.14
But that does not fix the problem that clearly exists (8vs8 games are sadly very popular).Hobo Joe wrote:Lets try to keep suggestions based around 8v8 dsd games out of the discussion. Commanders are perfectly fine - the fact that they're abused in 8v8 is simply an effect of playing the game that was made for small games in an 8v8.
So if BA is really not meant to be played 8vs8 then either change the mod to technically disallow 8vs8 games or fix the com problem on another way.