Re: Balanced Annihilation V6.21
Posted: 15 Apr 2008, 18:35
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.
Open Source Realtime Strategy Game Engine
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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.
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.
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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.
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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.
Most players aren't good though.LordMatt wrote:Oo goodplayers micro throughout the game. Micro doesn't end after the initial jeffs.
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.
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.
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.
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.
no changes since 4.61fulcrum wrote:Since then, snipers are no longer stealthy
Comparing BA 4.61 and 6.21fulcrum wrote:Gators are much more competive with Flashes
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.
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
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?
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?
caldera wrote: (now please dont tell me i should only play 1v1 or other mods where this isn't possible)
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)