Agreed.Machiosabre wrote:if there ever would be a third race it should be the "The AK independence league"! every unit would be an AK or an AK riding a bigger unit.
Balanced Annihilation V6.21
Moderator: Moderators
Re: Balanced Annihilation V6.21
Re: Balanced Annihilation V6.21
Which is why BA has so much flashspam - that's way too much micro once the game gets really going. If unit AI ensured they keep their distances (while not sacrificing their turret-rotation, which is the flaw with most range-maximizing AI widgets) then long-ranged units would be much less of a micromanagement nightmare in a pitched battle.KingRaptor wrote:Many people seem to have trouble fighting fast, short ranged units with slow, long ranged ones, so I made this diagram.
<zomg 1.5 megs>
Re: Balanced Annihilation V6.21
Oo goodplayers micro throughout the game. Micro doesn't end after the initial jeffs.Pxtl wrote:Which is why BA has so much flashspam - that's way too much micro once the game gets really going. If unit AI ensured they keep their distances (while not sacrificing their turret-rotation, which is the flaw with most range-maximizing AI widgets) then long-ranged units would be much less of a micromanagement nightmare in a pitched battle.KingRaptor wrote:Many people seem to have trouble fighting fast, short ranged units with slow, long ranged ones, so I made this diagram.
<zomg 1.5 megs>
Re: Balanced Annihilation V6.21
Yes, indeed. Keeping the arties farther away from HLT's maxrange by aiming in front of the HLT might be a good workaround thoughKDR_11k wrote:I think he's complaining about shots travelling farther than the turret's range should allow, not about the inaccuracy.

Re: Balanced Annihilation V6.21
Most players aren't good though.LordMatt wrote:Oo goodplayers micro throughout the game. Micro doesn't end after the initial jeffs.
Re: Balanced Annihilation V6.21
KDR_11k wrote:Most players aren't good though.LordMatt wrote:Oo goodplayers micro throughout the game. Micro doesn't end after the initial jeffs.
That's bullshit. If you dont want a game to have micro go play chess.
no wait boo hoo moving the pieces might be too hard for your delicate strategist mind, perhaps its just better for you to just dream of your masterful leadership leading your troops to glorious victory.
This is the exact point that differentiates good players from the bad. Everyone can talk bullshit but only a few can actualy accomplish what they talk/think.
Thank you for pointing out that you have never played any rts. EverWhich is why BA has so much flashspam - that's way too much micro once the game gets really going. If unit AI ensured they keep their distances (while not sacrificing their turret-rotation, which is the flaw with most range-maximizing AI widgets) then long-ranged units would be much less of a micromanagement nightmare in a pitched battle.
Why not just make a AI fight the whole game for you and make BA a cinematic movie, or would that too be too hard for you?
Even NOiZE can do it, and hes like 80 years old. My dad could micro tanks in c&c , and you say you cant click long range units to move away from short range units and need a AI to do it for you.
Re: Balanced Annihilation V6.21
It's leftover from old times (version 4.X and so) when ARM was indeed much more powerful than Core. Since then, snipers are no longer stealthy, 'Gators are much more competive with Flashes, etc. People stick with what they've used. Besides, most matches are decided with lvl1 tankrush, and there Flashes remain (marginally) better than Instigators.Abaddon wrote:How do you explain this? Arm is almost 2 times more popular than core.
In fact, couple of releases ago there was lots of protesting that ARM lvl2 kbots were not at all competive with their Core counterparts. Hence, health boosts for Zeusses and Mavericks.
Of course, you can also play CA, where Core has (as of now) much superior tanks compared to ARM.
Re: Balanced Annihilation V6.21
Unlikely to work, though, if ARM player has a screen of Zeusses in front of snipers. Though, Core on the other hand has Dominator, which is nearly as useful as the sniper.KingRaptor wrote: AKs are perfectly valid scouts and anti-sniper sweepers.
However, I think there's one Core unit which needs a buff...Can. I think they are just too weak and worth building only if you need something quick and haven't got time to build a Sumo. I don't even remember when I've seen a Can in a game. They die to snipers all too easily, and don't have same range as Sumos. If Cans were just a bit better, and Sumos bit more expensive, perhaps we would see them used every now and then.
Re: Balanced Annihilation V6.21
Sleksa, if everyone was pro then there wouldn't be any problems but 90% of the players are not pro. They'll take the easy way out, using units that need less micro.
Of course anyone can make a unit move around, not everyone will notice all of the times his units need moving since they are busy with something else. Can your dad micro his offense while also microing his defenses when he's being attacked? The nubs will micro their levellers on one front while they're getting eaten on another.
Of course anyone can make a unit move around, not everyone will notice all of the times his units need moving since they are busy with something else. Can your dad micro his offense while also microing his defenses when he's being attacked? The nubs will micro their levellers on one front while they're getting eaten on another.
Re: Balanced Annihilation V6.21
no changes since 4.61fulcrum wrote:Since then, snipers are no longer stealthy
RadarDistanceJam = 10
hmm? stealth remove was declared in 4.7 --> 5.1 but wasn't implemented
Comparing BA 4.61 and 6.21fulcrum wrote:Gators are much more competive with Flashes
Flash: speed -4%
Instigator: no changes
hmm?
reading changelog:
4.7 --> 5.1
Flash slowed down a little
V4.2 --> 4.33
Reduced Gator maxspeed
AA 2.23 --> BA
Flash/Instigator health reduced
Joking? No steath, 3 times less DPS, can be used only vs immobile units.fulcrum wrote:Core on the other hand has Dominator, which is nearly as useful as the sniper.
- KingRaptor
- Zero-K Developer
- Posts: 838
- Joined: 14 Mar 2007, 03:44
Re: Balanced Annihilation V6.21
Stealth tag was removed from armsnipe, did you miss that?Abaddon wrote:no changes since 4.61
RadarDistanceJam = 10
hmm? stealth remove was declared in 4.7 --> 5.1 but wasn't implemented
-
- Posts: 1176
- Joined: 23 Aug 2007, 19:46
Re: Balanced Annihilation V6.21
The point he tries to make it that this is the value for a radar jammer range and with that said every sniper creates a jamming field of his own. That's not the case though because for making that setting work there would have to be an activatewhenbuilt=1 or something like that and so snipers are not stealthy ingame...KingRaptor wrote:Stealth tag was removed from armsnipe, did you miss that?
Re: Balanced Annihilation V6.21
Isn't it possible to enable them using wigets?[Krogoth86] wrote:The point he tries to make it that this is the value for a radar jammer range and with that said every sniper creates a jamming field of his own. That's not the case though because for making that setting work there would have to be an activatewhenbuilt=1 or something like that and so snipers are not stealthy ingame...KingRaptor wrote:Stealth tag was removed from armsnipe, did you miss that?
Re: Balanced Annihilation V6.21
It's not onoffable so you cannot turn it on or off.
Re: Balanced Annihilation V6.21
Also, KDR is Pro in what he chooses to play.
-
- Posts: 1176
- Joined: 23 Aug 2007, 19:46
Re: Balanced Annihilation V6.21
While doing some work for the next version of MA I found another minor inconsistency:
Arm's Advanced Torpedo Launcher has a MinWaterDepth of 32 while Core's version has one of 12. May not seem too bad at first sight but it's enough to let you build Core Advanced Torpedo Launchers in shallow water like on Tropical while you can't build Arm's version...
When speaking of those:
Do you really think that 10% cost and 17% buildtime increase of Core's version in comparison to Arm's is justified? I mean they are pretty equal in every stats...
Arm's Advanced Torpedo Launcher has a MinWaterDepth of 32 while Core's version has one of 12. May not seem too bad at first sight but it's enough to let you build Core Advanced Torpedo Launchers in shallow water like on Tropical while you can't build Arm's version...
When speaking of those:
Do you really think that 10% cost and 17% buildtime increase of Core's version in comparison to Arm's is justified? I mean they are pretty equal in every stats...
Re: Balanced Annihilation V6.21
what do you think about reducing the com-wreck metal to something like 1.5k in the next release? Since tired invented a new "nukerush-tactic" and everybody copies it, games start to get a bit boring....
(now please dont tell me i should only play 1v1 or other mods where this isn't possible)
(now please dont tell me i should only play 1v1 or other mods where this isn't possible)
Re: Balanced Annihilation V6.21
caldera wrote: (now please dont tell me i should only play 1v1 or other mods where this isn't possible)
l2p
Re: Balanced Annihilation V6.21
Core T2 artillery. It's broken. It doesnt fire half the time. The other half of the time left, it first, but also charges at its target. This is good for keeping the number of units in the game low, but sucky if you want to actually do something useful with core T2 arty. I think it's to do with their scripts, but I know sweet FA about the internal unit AI scripting and animation...
Re: Balanced Annihilation V6.21
PLAY MOAR COM ENDS GAMEScaldera wrote:what do you think about reducing the com-wreck metal to something like 1.5k in the next release? Since tired invented a new "nukerush-tactic" and everybody copies it, games start to get a bit boring....
(now please dont tell me i should only play 1v1 or other mods where this isn't possible)