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Re: Balanced Annihilation V6.21

Posted: 15 Apr 2008, 18:35
by Neddie
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.
Agreed.

Re: Balanced Annihilation V6.21

Posted: 15 Apr 2008, 19:05
by Pxtl
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.

Re: Balanced Annihilation V6.21

Posted: 16 Apr 2008, 02:46
by LordMatt
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.
Oo goodplayers micro throughout the game. Micro doesn't end after the initial jeffs.

Re: Balanced Annihilation V6.21

Posted: 16 Apr 2008, 02:51
by Klopper
KDR_11k wrote:I think he's complaining about shots travelling farther than the turret's range should allow, not about the inaccuracy.
Yes, indeed. Keeping the arties farther away from HLT's maxrange by aiming in front of the HLT might be a good workaround though :-)

Re: Balanced Annihilation V6.21

Posted: 16 Apr 2008, 12:16
by KDR_11k
LordMatt wrote:Oo goodplayers micro throughout the game. Micro doesn't end after the initial jeffs.
Most players aren't good though.

Re: Balanced Annihilation V6.21

Posted: 16 Apr 2008, 15:06
by Sleksa
KDR_11k wrote:
LordMatt wrote:Oo goodplayers micro throughout the game. Micro doesn't end after the initial jeffs.
Most players aren't good though.

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.

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.
Thank you for pointing out that you have never played any rts. Ever

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

Posted: 16 Apr 2008, 16:08
by fulcrum
Abaddon wrote:How do you explain this? Arm is almost 2 times more popular than core.
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.

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

Posted: 16 Apr 2008, 16:38
by fulcrum
KingRaptor wrote: AKs are perfectly valid scouts and anti-sniper sweepers.
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.

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

Posted: 16 Apr 2008, 16:51
by KDR_11k
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.

Re: Balanced Annihilation V6.21

Posted: 16 Apr 2008, 17:14
by Abaddon
fulcrum wrote:Since then, snipers are no longer stealthy
no changes since 4.61
RadarDistanceJam = 10
hmm? stealth remove was declared in 4.7 --> 5.1 but wasn't implemented
fulcrum wrote:Gators are much more competive with Flashes
Comparing BA 4.61 and 6.21
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
fulcrum wrote:Core on the other hand has Dominator, which is nearly as useful as the sniper.
Joking? No steath, 3 times less DPS, can be used only vs immobile units.

Re: Balanced Annihilation V6.21

Posted: 16 Apr 2008, 17:41
by KingRaptor
Abaddon wrote:no changes since 4.61
RadarDistanceJam = 10
hmm? stealth remove was declared in 4.7 --> 5.1 but wasn't implemented
Stealth tag was removed from armsnipe, did you miss that?

Re: Balanced Annihilation V6.21

Posted: 16 Apr 2008, 17:46
by [Krogoth86]
KingRaptor wrote:Stealth tag was removed from armsnipe, did you miss that?
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...

Re: Balanced Annihilation V6.21

Posted: 16 Apr 2008, 18:34
by Abaddon
[Krogoth86] wrote:
KingRaptor wrote:Stealth tag was removed from armsnipe, did you miss that?
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...
Isn't it possible to enable them using wigets?

Re: Balanced Annihilation V6.21

Posted: 16 Apr 2008, 18:47
by KDR_11k
It's not onoffable so you cannot turn it on or off.

Re: Balanced Annihilation V6.21

Posted: 17 Apr 2008, 02:58
by Neddie
Also, KDR is Pro in what he chooses to play.

Re: Balanced Annihilation V6.21

Posted: 19 Apr 2008, 00:38
by [Krogoth86]
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...

Re: Balanced Annihilation V6.21

Posted: 07 May 2008, 18:49
by caldera
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)

Re: Balanced Annihilation V6.21

Posted: 07 May 2008, 19:37
by Sleksa
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

Posted: 07 May 2008, 20:14
by Acidd_UK
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

Posted: 08 May 2008, 01:28
by LordMatt
caldera 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)
PLAY MOAR COM ENDS GAMES