BA 7.71 Released! - Page 2

BA 7.71 Released!

Classic game design, maintained to please you...

Moderator: Content Developer

locjaw
Posts: 11
Joined: 16 Apr 2010, 11:58

Re: BA 7.71 Released!

Post by locjaw »

Metal cost increase going up from 0 to 250 is a big jump! I like the idea of the juno buff being a fairly simple way to nerf the scout spam, but surely the 250M cost makes it harder to use in the early game? It's role was to knock out radars/jammers and occasionally minefields. And now it's no longer as good at these roles as it once was.

Say for whatever reason the scout spam wasn't an issue, would you still nerf the juno in regard to it's anti-mine/radar capabilities?

Also, I don't understand how any amount of scouts can get past a row of beamers/DLLTs, maybe I just haven't been exposed to the full fury of the scout spam. If the juno idea gets neg'd into oblivion, how effective would a buff to beamers/DLLTs be that gives them a bonus against scouts be?

I can see where people are coming from with the flashyness. But definitely leave it for now, I'm still warming to it ^-^

Fighter battles now look amaze-balls. Sexy work.

Are we ever going to get line bombing back? Was it a balance change?
User avatar
Silentwings
Posts: 3720
Joined: 25 Oct 2008, 00:23

Re: BA 7.71 Released!

Post by Silentwings »

Line bombing is due to an engine bug (already fixed in 91.0.1 build) and will be back. If it turns out the engine won't update for a long time then we have a hacky fix we can use with a ba release instead.
User avatar
knorke
Posts: 7971
Joined: 22 Feb 2006, 01:02

Re: BA 7.71 Released!

Post by knorke »

I use the blobshadows widget: the shadows disappear completly when a unit fires. (eg com dgun)
When the shot has exploded, shadows come back.
Maybe due to the new light effects?
User avatar
albator
Posts: 866
Joined: 14 Jan 2009, 14:20

Re: BA 7.71 Released!

Post by albator »

I just wanted to know why the other pathing QFPS or something like that is not used with BA
User avatar
albator
Posts: 866
Joined: 14 Jan 2009, 14:20

Re: BA 7.71 Released!

Post by albator »

I found a bug: Once ennemy resign, other team fighter cannot fire at ennemy figher. So game cannot end...
User avatar
Floris
Posts: 611
Joined: 04 Jan 2011, 20:00

Re: BA 7.71 Released!

Post by Floris »

plz reduce the amount of damage a crashing plane does.

2 fighters crashing down in the same area makes nanofield or metalmaker fields explode.
User avatar
Rumpelstiltskin
Posts: 292
Joined: 26 Jun 2012, 18:52

Re: BA 7.71 Released!

Post by Rumpelstiltskin »

Man the pathing and collision are terribad now...
makes the game twice as porcy.
raiding units just completely stop cause a few front ones get killed..
IMO wreckage unit collision should be disabled till pathing is fixed.
User avatar
Beherith
Posts: 5145
Joined: 26 Oct 2007, 16:21

Re: BA 7.71 Released!

Post by Beherith »

Added qtpfs modoption to SVN version.
User avatar
albator
Posts: 866
Joined: 14 Jan 2009, 14:20

Re: BA 7.71 Released!

Post by albator »

Beherith wrote:Added qtpfs modoption to SVN version.
Nice !
User avatar
Beherith
Posts: 5145
Joined: 26 Oct 2007, 16:21

Re: BA 7.71 Released!

Post by Beherith »

Now please go and test it :)
User avatar
RickHustle
Posts: 51
Joined: 13 Sep 2012, 14:40

Re: BA 7.71 Released!

Post by RickHustle »

I don't know it's a bug or feature, but why the ARM's Atomic Bombers don't bombing at patrol? It's very annoing and make this unit almost unusable.
User avatar
Beherith
Posts: 5145
Joined: 26 Oct 2007, 16:21

Re: BA 7.71 Released!

Post by Beherith »

Thanks for reporting Rick, Silentwings fixed that bug in SVN!
User avatar
Floris
Posts: 611
Joined: 04 Jan 2011, 20:00

Re: BA 7.71 Released!

Post by Floris »

Is there a reason why the wait command doesnt work at units that are reclaiming stuff?

It feels like a bug thats been in the game since... like.... forever
User avatar
Johannes
Posts: 1265
Joined: 17 Sep 2010, 15:49

Re: BA 7.71 Released!

Post by Johannes »

Floris wrote:Is there a reason why the wait command doesnt work at units that are reclaiming stuff?

It feels like a bug thats been in the game since... like.... forever
At first I was thinking that no, I've definitely used Wait when reclaiming to good effect.

Then I realized I've only done it with conplanes so they'd land to be safer, while keeping on reclaiming.
dansan
Server Owner & Developer
Posts: 1203
Joined: 29 May 2010, 23:40

Re: BA 7.71 Released!

Post by dansan »

Liches don't bomb at sea. Neither a marked com, nor simply the "ground" (sea). Replay: http://replays.admin-box.com/replay/c5c ... e79b8f899/ (at the end in the NE).
User avatar
jamerlan
Balanced Annihilation Developer
Posts: 683
Joined: 20 Oct 2009, 13:04

Re: BA 7.71 Released!

Post by jamerlan »

dansan wrote:
Beherith wrote:- Added dynamic projectile lights widget (bling bling)
I like it a lot. Esp. the dgun got the effect it always deserved.
Thank you!

Don't know how hard/feasible it is: it'd look even more realistic, if the shine were to behind a rocket only, and not a globe (which is fine for plasma). I guess it origins in the "rocket fire" being a globe :) If the "fire" would be a half-globe or a pyramid with red-to-yellow gradient maybe...?
Looks like lasers have not dynamic lights. I think is should shine with laser's color.
User avatar
Beherith
Posts: 5145
Joined: 26 Oct 2007, 16:21

Re: BA 7.71 Released!

Post by Beherith »

Lasers unfortunately cant be done, because their 'projectile' is at the beam center, and you cant tell the start/end point, usually because the start point is out of LOS. I was sad too, woulda been nice to have it for lazers too, so colorful.
locjaw
Posts: 11
Joined: 16 Apr 2010, 11:58

Re: BA 7.71 Released!

Post by locjaw »

Is it possible to make the lighting effect appear just at the impact point of the laser?

And I found a bug with the Core Commando, when he starts to build a fink, it flies away before it's even built haha. It tries to do some massive loop-de-loop. Replay attached.

word
Attachments
CCfinkfail.sdf
Core commando builds a fink
(209.79 KiB) Downloaded 23 times
User avatar
Beherith
Posts: 5145
Joined: 26 Oct 2007, 16:21

Re: BA 7.71 Released!

Post by Beherith »

Yes, the issue with the lightning is similar to that of the laser; only the start point of the lightning beam is returned.

Nice catch on the commando bug, its pretty odd :)
User avatar
MiNiMi
Posts: 39
Joined: 05 Oct 2010, 18:38

Re: BA 7.71 Released!

Post by MiNiMi »

is the DGun delay a "feature" or a bug? is sometimes pretty annoying :/
Post Reply

Return to “Balanced Annihilation”