Balanced Annihilation V6.31 - Page 6

Balanced Annihilation V6.31

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[Krogoth86]
Posts: 1176
Joined: 23 Aug 2007, 19:46

Re: Balanced Annihilation V6.31

Post by [Krogoth86] »

Gota wrote:Look at SupCom.
Its not fun as a whole but the commander instead of having a dgun has a long range laser and a lot of hp.
Ehm - there still is a D-Gun in Supcom although it's not that sort of ground runner but just aimed at a specific unit...
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Gota
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Re: Balanced Annihilation V6.31

Post by Gota »

You can hardly compare it to Ta d gun both in unit amounts in both games and in what you mentioned as well.
Plus unit amounts/map size ratio is different which gives the supcom commander less of an impact on an average game.
[Krogoth86]
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Joined: 23 Aug 2007, 19:46

Re: Balanced Annihilation V6.31

Post by [Krogoth86] »

Why shouldn't I be able to compare a one shot Monkeylord-Killer with the D-Gun and what has the unit count to do with this? You said for yourself that the ACU in Supcom has way more HP and is stronger plus you seem to forget about the Upgrades which make the Com (imo especially the Cybran one) pretty competitive against weaker units (even in masses)...

The D-Gun (I think it's called Overcharge in SupCom) still remains what it is in OTA - a one shot killer for everything. The only difference is that it doesn't keep running on the ground but for the above reason such multi-unit killer shots aren't really needed in SupCom...
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Gota
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Re: Balanced Annihilation V6.31

Post by Gota »

Well,if you'd bother to think of it for more than 20 seconds you'd understand that when you have (and I'm exaggerating for the sake of making a point) 100 units and not 10 on avarage at say the 5th minute in game a d gun would become less powerfull since the amout of units it would kill is much smaller in percentage,this is especially so when the d gun kills only one unit at a time.
Upgrading the commander to get more hp or to get a dgun is a great idea which unfortunately has not been implemented in any of the OTA based mods.
Just shows how oblivious they are to logic and experience gained from other games.
I mostly point the finger at the CA project since they have a relatively big team working on the project,but this belongs to an entire category of failure that is besides the point right now.
[Krogoth86]
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Joined: 23 Aug 2007, 19:46

Re: Balanced Annihilation V6.31

Post by [Krogoth86] »

Gota wrote:Well,if you'd bother to think of it for more than 20 seconds you'd understand that when you have (and I'm exaggerating for the sake of making a point) 100 units and not 10 on avarage at say the 5th minute in game a d gun would become less powerfull since the amout of units it would kill is much smaller in percentage,this is especially so when the d gun kills only one unit at a time.
Well I don't really get what you want to say with that. Your initial statement was "SupCom has no D-Gun but a stronger Com" which is wrong...

Why is that? Well the D-Gun is a weapon with an extreme high damage level (that kills everything in one shot) that kills locally and doesn't cause a nuke like explosion plus has a pretty short range. That's exactly what SupCom's Overcharge does. The difference is that it's not running on the ground anymore - but as you said yourself that wouldn't be very effective for the SupCom concept at all. That's why it actually has auto-aim i.e. the shot is guided and you don't have to do the motion estimation like in OTA as it tracks the target. So it`s not ground running but guided - a small difference for the very same weapon which is why SupCom in fact has a D-Gun...

I don't really understand what the unit count argument you came up with in your first answer has to do with that fact but nevermind - let's get on topic again...
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LordMatt
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Re: Balanced Annihilation V6.31

Post by LordMatt »

This thread needs more sleksa again. :|
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ginekolog
Posts: 837
Joined: 27 Feb 2006, 13:49

Re: Balanced Annihilation V6.31

Post by ginekolog »

lol we are back to combomb whiners again :shock: Comboming is part of game and shuld stay as once u master it it helps your game a lot. Just be smart, use it to your advantage and its pure fun. Dguning krog and keeping com is also awsome.

BTW 6.31 plays fine, nothing major so far, gj.
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Sleksa
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Joined: 04 Feb 2006, 20:58

Re: Balanced Annihilation V6.31

Post by Sleksa »

LordMatt wrote:This thread needs more sleksa again. :|
Ginekolog did the necessary work for me
lol we are back to combomb whiners again :shock:
Now all we need is ivory king posting his FLASH SPAM image macros and ppl crying out for "DIVERSE UNITS AND TACTICS" and "NO EMG" and well be on a time-machine back to the 1997
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smoth
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Re: Balanced Annihilation V6.31

Post by smoth »

Sleksa wrote:a time-machine back to the 1997
I want on! I passed up on some hot chicks in HS and I want to tell me to hit that!
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Noruas
XTA Developer
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Re: Balanced Annihilation V6.31

Post by Noruas »

oh silly smoth, still living in the past.... when gundam was new, and when girls actually appealed to him.
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Teutooni
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Re: Balanced Annihilation V6.31

Post by Teutooni »

The game end conditions have different effects for different maps. In a high res, open map like xanthe commanders are far less important as combat units than for example in altored. Also, an open map leads to less concentrated forces, making combombing less useful.

So in an open map, commander ends is not a big deal - it's easy to protect him if he's deep inside your territory. In a crowded, 8v8 BADSD with alot of compushing, -dropping, -napping and -bombing, commander ends is very frustrating. I very much prefer open and/or large maps over crowded chokepoints, so I also prefer commander ends for it removes the need to search for that one last llt, adds assassination possibility, and is generally more fun imo.
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Cabbage
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Re: Balanced Annihilation V6.31

Post by Cabbage »

Noruas wrote:oh silly smoth, still living in the past.... when gundam was new, and when girls actually appealed to him.
He still likes really small ones :P
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Machiosabre
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Re: Balanced Annihilation V6.31

Post by Machiosabre »

good thing we got cabbage that chastity belt.
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smoth
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Re: Balanced Annihilation V6.31

Post by smoth »

Cabbage wrote:
Noruas wrote:oh silly smoth, still living in the past.... when gundam was new, and when girls actually appealed to him.
He still likes really small ones :P
Image
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Peet
Malcontent
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Re: Balanced Annihilation V6.31

Post by Peet »

Still waiting for an assignment at work, eh, smoth? :P
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smoth
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Re: Balanced Annihilation V6.31

Post by smoth »

nah been working on a project for a week now, right now I am mostly reading source code, I cannot say what I am working on :P but yeah wanted to lol for a bit so I poasted.
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Acidd_UK
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Re: Balanced Annihilation V6.31

Post by Acidd_UK »

Round peg in a square hole?
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Day
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Re: Balanced Annihilation V6.31

Post by Day »

Wave dicks somewhere else.
andre
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Re: Balanced Annihilation V6.31

Post by andre »

I have nothing against this new modes but I think you should try to get it working correctly before makeing a public-release with it included.
I noticed many times, that players in one game got different modes in their own script.txt, so has one "comcontrol" and another "killall" as deathmode in his script.txt while host is killall (just an example, doesn't matter what mode the host has). This causes that the players with "comcontrol" will desync as soon as the first com dies and he can't give orders any more.
You should fix this problem or make 3 different mods for every game mode as soon as possible cause so it is very annoying
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smoth
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Re: Balanced Annihilation V6.31

Post by smoth »

Day wrote:Wave dicks somewhere else.
I scrolled down and saw that was futanari! Now I'm no longer aroused I HATE YOU and your AVATAR!
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