Balanced Annihilation V7.18

Balanced Annihilation V7.18

Classic game design, maintained to please you...

Moderator: Content Developer

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TheFatController
Balanced Annihilation Developer
Posts: 1177
Joined: 10 Dec 2006, 18:46

Balanced Annihilation V7.18

Post by TheFatController »

Changelog 7.17 --> 7.18 wrote:- Fixed a crash bug in commando gadget.
- Fixed a crash bug related to unitpredamaged.
- Bomber reloadtimes now set on the weapon defs not via a script.
- Fixed Arm Advanced Fusion energy storage.
Changelog 7.16 --> 7.17 wrote:- Fixed airdrops releasing all units & problems with chaining explosions pesent in 7.16.
Changelog 7.15 --> 7.16 wrote:- Fixed default unit icons.
- Fixed and improved custom icons widget.
- Disabled heatmapping for all units.
- Better fix for reclaiming features with 0 resources.
- Commander Wreck is no longer thrown across the map by a Commander Explosion.

- Removed the fake lolUI launcher and enabled RedUI by default (should not affect users of other UIs who already have this disabled).
- Fixed Ghost Site widget not displaying buildings under construction.
- Updated Custom Formations to version 3.2

- Fixed some model holes and improved animations (thanks Pizzi1), affects:
- Core Construction Vehicle
- Core Advanced Construction Vehicle
- Core A.K.
- Arm Peewee
- Arm Kbot Lab
- Arm Conqueror

- Arm Phoenix reload time increased (5->9).
- Arm Thunder reload time increased (5->9).
- Arm Liche reload time increased (5->9).
- Arm Liche rocket flightime limit added (1.5s).
- Core Hurricane reload time increased (5->9).
- Core Shadow reload time increased (5->9).

- All Flak DPS vs non-gunships increased 20-25%.
- Stationary Flak turrets (inc Naval Flak) accuracy increased somewhat.

- New Core Commando added to Core Advanced Kbot Lab (experimental).
- Arm Infiltrator given minor reclaim ability.
- Core Parasite given minor reclaim ability.

- Core Juggernaut, Energy storage added (350).
- Core Krogoth head laser damage increased (5000->8000).
- Core Krogoth rockets damage increased (360->600).
- Core Krogoth rockets reload time increased (2.75->5).
- Arm Bantha head laser damage increased (2500->4000).
- Arm Vanguard Energy cost increased (54739->82109).
- Arm Vanguard turret turn speed reduced 25%.
- Arm Vanguard Weapon reloadtime increased (4->6), damage increased (900->1100).
- Arm Vanguard Weapon area of effect reduced (256->192).

- Arm Advanced Fusion, Energy Storage reduced (25000->9000).
- Core Advanced Fusion, Energy Storage reduced (25000->9000).
- Arm Moho Geothermal Powerplant (Hazardous), Energy storage increased (2500->12000).
- Core Moho Geothermal Powerplant (Hazardous), Energy storage increased (2500->12000).

- Core Light Laser Tower, Energy storage reduced (100->20).
- Arm Light Laser Tower, Energy storage reduced (100->20).
- Core HLLT, Energy storage reduced (100->60).
- Arm Beamer, Energy storage reduced (100->60).
- Arm Annihilator, Energy storage reduced (2000->1500).
Download Balanced Annihilation V7.18

Comments, feedback etc below as usual!
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Nixa
Posts: 350
Joined: 05 Oct 2006, 04:32

Re: Balanced Annihilation V7.16

Post by Nixa »

Noes now my DSD noobtech to bombbba will fail more :evil:

On a side note: facebook like this change
gonpost
Posts: 77
Joined: 22 Oct 2008, 00:43

Re: Balanced Annihilation V7.16

Post by gonpost »

Wow, these are fantastic changes.

Custom formations update? I'm always happy to see that.

No more strategic comm dgunning to shoot a comm's M back at you...fight for it in the battlefield, you sissy!

No more bomber exploits with the new reload time. Woot.

Ground AA more effective? HELL YES. IMHO FatController, the thing that would really make ground AA more effective is a longer range. That way, the air might actually die a little before it gets close enough to take out the AA line.

Krog strengthened? Sounds good.

Vanguard weakened and more costly? Good. They were way too good at killing everything. Now maybe we'll use more different mechs rather than just vanguard armies...

Energy storage moved around? Interesting. Placing more emphasis on geos can only be a good thing, IMO. That encourages conflict.

Thanks for the work.
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Hobo Joe
Posts: 1001
Joined: 02 Jan 2008, 21:55

Re: Balanced Annihilation V7.16

Post by Hobo Joe »

Wow, this is fantastic, love every single change.


Great work TFC.


Could you elaborate on this though? Not sure what it means specifically(and more importantly, does it change things like open time for cons?)


- Fixed some model holes and improved animations (thanks Pizzi1), affects:
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Hobo Joe
Posts: 1001
Joined: 02 Jan 2008, 21:55

Re: Balanced Annihilation V7.16

Post by Hobo Joe »

Serious bug: Coms don't die in trans, they just fall and bounce.
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JohannesH
Posts: 1793
Joined: 07 Apr 2009, 12:43

Re: Balanced Annihilation V7.16

Post by JohannesH »

Bomber change is awful. Not for nerfing the wait/stop micro only, but just for flying at full speed and shooting targets behind each other.

Now you gotta use wait/stop to reload for shooting lone mexes for example... And that's not really efficient use of your time. Really hurts the more subtle uses of bombers.
Chamrin
Posts: 33
Joined: 05 Mar 2010, 12:31

Re: Balanced Annihilation V7.16

Post by Chamrin »

I'd rather see a proper fix for the wait/reload exploit than an increase in reload times.
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albator
Posts: 866
Joined: 14 Jan 2009, 14:20

Re: Balanced Annihilation V7.16

Post by albator »

Chamrin wrote:I'd rather see a proper fix for the wait/reload exploit than an increase in reload times.
Force full speed 3 sec after bombs drop ?

increase reaload time of t2 bomber is good imo
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JohannesH
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Joined: 07 Apr 2009, 12:43

Re: Balanced Annihilation V7.16

Post by JohannesH »

Force full speed would mean you cant cluser up the bombs more, so would mean you usually can't kill a missileturret for example. But dunno if that would be only a bad thing.

Though I don't really see how the stop/wait micro is so bad, and definitely isn't an "exploit". I never saw an explanation how it hurts the game from anyone, just "it's not right", "it's unfair", "it wasn't meant so", emotional garbage like that with no logic to back it up.

And yeah for t2 bombers it's ok, I'm just concerned that t1 bomber will turn into a much more dull unit when you remove all the things you can do with it.
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Hobo Joe
Posts: 1001
Joined: 02 Jan 2008, 21:55

Re: Balanced Annihilation V7.16

Post by Hobo Joe »

JohannesH wrote:Force full speed would mean you cant cluser up the bombs more, so would mean you usually can't kill a missileturret for example. But dunno if that would be only a bad thing.

Though I don't really see how the stop/wait micro is so bad, and definitely isn't an "exploit". I never saw an explanation how it hurts the game from anyone, just "it's not right", "it's unfair", "it wasn't meant so", emotional garbage like that with no logic to back it up.

And yeah for t2 bombers it's ok, I'm just concerned that t1 bomber will turn into a much more dull unit when you remove all the things you can do with it.
It makes bombers more effective, which means they're more effective than their costs warrants seeing as it is an unintended 'feature' that wasn't taken into consideration while balancing.
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JohannesH
Posts: 1793
Joined: 07 Apr 2009, 12:43

Re: Balanced Annihilation V7.16

Post by JohannesH »

Ok they're more effective than you thought they are. So what is the problem with that? What kind of bomber strat breaks the game, in what gametype? On what maps?

It's not like you can just build bombers and win...

And if they really are so strong that it makes the game worse, nerf them in other ways than taking out possibilities on how to use them.

Atm they would be weaker "than intended" though? What with reloadtime affecting their use a lot outside of stop/wait micro too.
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Yuri
Posts: 137
Joined: 21 Jul 2008, 14:46

Re: Balanced Annihilation V7.16

Post by Yuri »

Great changes.
LUV the new models.

Despite the fix I still get the Ghost Site bug. This happens even with Ghost Site disabled :/
fuxed radar, fuxed def

Also noticed that units dont die after the trans has been shot down :)

Commando already needs nerf. Shooting speed is ridiculously high...
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Falcrum
Posts: 149
Joined: 14 Nov 2007, 01:03

Re: Balanced Annihilation V7.16

Post by Falcrum »

Commando is too OP :/ I saw 2 battles when player use transporter bug and easy kill whatever you want. Just drop 5-10 this unit.

Less HP 25%, less DPS 33%, less speed 20% for me.
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Gota
Posts: 7151
Joined: 11 Jan 2008, 16:55

Re: Balanced Annihilation V7.16

Post by Gota »

Wow major Vanguard nerfeg.
almost 25% dps decrease... 50% energy cost increase and 33% AOE reduction...
IMO reducing HP and keeping awesome DPS and AOE would have been cooler.
Hope its not overnerfed though..

Also major air nerf...This is obviously 8v8 DSD talking...
Both bombers nerfed and AA made better..
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Wombat
Posts: 3379
Joined: 15 Dec 2008, 15:53

Re: Balanced Annihilation V7.16

Post by Wombat »

whats the point of commando anyway ? core got freaker
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TheFatController
Balanced Annihilation Developer
Posts: 1177
Joined: 10 Dec 2006, 18:46

Re: Balanced Annihilation V7.16

Post by TheFatController »

You can quite easily just hover a bomber in one spot and just drop bombs every 5 seconds, that's not intended.

9 seconds is easily enough to make a second run on any base, the only thing affected is the hover exploit.

Also please tell me when you'd use a flak turret in a small game and how effective it was because this change will help all games.
Hobo Joe wrote:Serious bug: Coms don't die in trans, they just fall and bounce.
If Rambo's transport got shot down and he survived, would you call it a bug?

But yeah please post any replays if these look OP and i'll be watching carefully.

On paper they don't look OP, but you never know how these things turn out - here's my thinking however:
- They have short range and 200dps from shoulder (Less than Can, Maverick which have 300ish).
- The minelaying ability is something anyone can already add to the Freaker or Decoy commander with a widget should they want.

All they really have going for them is the combination of attack/build and the airdrop feature (which is limited to t1 transports only).

I'm happy to nerf/remove them if they mess things up, they should not be a common unit and have rare situational use (like the Termite), if they are too OP'd they will be changed quickly but let this be a weekend of experimentation...
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Silentwings
Posts: 3720
Joined: 25 Oct 2008, 00:23

Re: Balanced Annihilation V7.16

Post by Silentwings »

Fantastic changes. +1

@ wombat: isn't commando the cloackable capture kbot?
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Wombat
Posts: 3379
Joined: 15 Dec 2008, 15:53

Re: Balanced Annihilation V7.16

Post by Wombat »

does it even have capture or cloak option ? maybe i missed it :'


and trans bug fails...........
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Silentwings
Posts: 3720
Joined: 25 Oct 2008, 00:23

Re: Balanced Annihilation V7.16

Post by Silentwings »

I haven't played yet, but that's what it used to be. Maybe it's a new unit with an recycled name.
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TheFatController
Balanced Annihilation Developer
Posts: 1177
Joined: 10 Dec 2006, 18:46

Re: Balanced Annihilation V7.16

Post by TheFatController »

Wombat wrote:does it even have capture or cloak option ? maybe i missed it :'


and trans bug fails...........
Fuck you're right it's affecting all units :( I'll patch BA 7.17 after work! (it was supposed to only be the commando)
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