Balanced Annihilation V6.5
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Re: Balanced Annihilation V6.5
Oh, and can sombody please fix the clock widget :D
I like to know when I should expect a nuke to land on my face.
I like to know when I should expect a nuke to land on my face.
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Re: Balanced Annihilation V6.5
Do Liche bombs collide with other Liches, or is what you're describing just collateral damage? I was under the impression most bombs would just "warp through" other planes, like LRPC shots and nukes.
- Evil4Zerggin
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Re: Balanced Annihilation V6.5
Depends on whether it has collideFriendly = false (or 0). According to modinfo, you'd better stay away from your own missiles.
Re: Balanced Annihilation V6.5
Nukes and LRPC's do not warp through planes.
Nukes go through friendlies though, but will collide with enemy planes.
FPS plane towards a nuke to intercept for gg?
Nukes go through friendlies though, but will collide with enemy planes.
FPS plane towards a nuke to intercept for gg?
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Re: Balanced Annihilation V6.5
You know how enemy comms don't have healthbars? Is that a BA thing, or a Spring thing in general? It doesn't really seem like such a great feature. It turns attacking into guesswork.
Re: Balanced Annihilation V6.5
It'S an option spring provides and all TA mods use.
Re: Balanced Annihilation V6.5
Haha, one more argument for why fpsing is actually useful?Saktoth wrote:Nukes and LRPC's do not warp through planes.
Nukes go through friendlies though, but will collide with enemy planes.
FPS plane towards a nuke to intercept for gg?


For the exact purpose of making attacking Coms guesswork. A tactical carryover from OTA, if you will.KDR_11k wrote:It'S an option spring provides and all TA mods use.
- Tribulexrenamed
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Re: Balanced Annihilation V6.5
Skilled players use their minds to accurately predict when a com will die, so they dont waste all their brawlers/tornados etc. So many idiots kill 20 gunships on 1 com.
Re: Balanced Annihilation V6.5
A request: can you remove the metalmaker on/off sound in the next version please? Especially late game it gets almost unbearable to have the sound on when looking at anyone's base.
Re: Balanced Annihilation V6.5
I agree with mmaker sound, its annoying.
I would sugest that all non T3 units could be transportable by T1 transport like atlas. ATM sumo, golie and tremor cant be transportable by atlas, which is too bad, as airdrops are allways fun (and hardly op).
I know i can use T2 transport but once i get T2 its kinda too late and air drops are even harder (enemy get figters and AA).
I would sugest that all non T3 units could be transportable by T1 transport like atlas. ATM sumo, golie and tremor cant be transportable by atlas, which is too bad, as airdrops are allways fun (and hardly op).
I know i can use T2 transport but once i get T2 its kinda too late and air drops are even harder (enemy get figters and AA).
Re: Balanced Annihilation V6.5
Use cans, reapers, and pillagers instead?
Alternately, can the Arm transport lift the penetrator and the fatboy?
Alternately, can the Arm transport lift the penetrator and the fatboy?
Re: Balanced Annihilation V6.5
T1 transports carrying gollies would basically mean you'd never see a gollie drive to the front line again. On the other hand though, T1 transports kill the cargo on death, would you really want to carry a 1600m gollie in a 250 hp transport?
Re: Balanced Annihilation V6.5
Yes.Scikar wrote:would you really want to carry a 1600m gollie in a 250 hp transport?

Re: Balanced Annihilation V6.5
Then how about making the Packo/Sam actually work a crap?
Atm, they're listed as antiswarm.. they can barely handle a swarm of peepers, let alone bombers or gunships or *hint* transport drops.
Imo, if those things are going to remain uselessly expensive units, remove them and give a small bonus to the default AA towers.
As far as transport drops... Sumos and Gollies and Penetrators (the super heavies) should never be transportable by T1, its just going to be overpowered and easily abused.
Bulldogs and Reapers should be the heaviest units transportable by T1. ( I would say Tritons instead of Bulldogs, but Tritons stink)
Atm, they're listed as antiswarm.. they can barely handle a swarm of peepers, let alone bombers or gunships or *hint* transport drops.
Imo, if those things are going to remain uselessly expensive units, remove them and give a small bonus to the default AA towers.
As far as transport drops... Sumos and Gollies and Penetrators (the super heavies) should never be transportable by T1, its just going to be overpowered and easily abused.
Bulldogs and Reapers should be the heaviest units transportable by T1. ( I would say Tritons instead of Bulldogs, but Tritons stink)
Re: Balanced Annihilation V6.5
I am just observing and testing out drops/transport paths and noticing, that this is rarely used. What was OP i remember when it was possible to tranport all stuff, even krog.
I dont think transporting T2 units would break balance, it would only reward players that want to mess with this.
I dont think transporting T2 units would break balance, it would only reward players that want to mess with this.
Re: Balanced Annihilation V6.5
You already can transport them though, just not Goliaths and Sumos. Use Reapers and Cans instead if you want to airlift with T1 transports. I don't see what's wrong with this.
Re: Balanced Annihilation V6.5
I use traporting widget, that tranports all unit that come from fac to desired location. Fine, works well but when i build sumo it will walk that way ussualy in defence insted of being transported behind.Scikar wrote:You already can transport them though, just not Goliaths and Sumos. Use Reapers and Cans instead if you want to airlift with T1 transports. I don't see what's wrong with this.
Why not giving players more options insetead of less? Imagine getting first fatboy on good elevated location with cheap T1 trans? It would be like siege tank from SC behind base = ROX :)
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Re: Balanced Annihilation V6.5
Definitely don't allow sumos to be transported by t1. The whole point of sumos is a slow but high-hp and firepower unit. The goliath and sumo also just look too large to be transported by t1.
I agree, the packo/sam are not nearly never effective enough to be used. Only reason i could imagine, is if you don't have enough space for a lot of defenders, it never happens. Even then, other buildings get in the way.
Maybe increase the hp and firepower of the packo, and decrease cost of the sam? (Or something)
I agree, the packo/sam are not nearly never effective enough to be used. Only reason i could imagine, is if you don't have enough space for a lot of defenders, it never happens. Even then, other buildings get in the way.
Maybe increase the hp and firepower of the packo, and decrease cost of the sam? (Or something)
- DavetheBrave
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- Joined: 22 Jun 2005, 02:52
Re: Balanced Annihilation V6.5
aka useless in BA? =Pa slow but high-hp and firepower unit.
Re: Balanced Annihilation V6.5
Not to mention Sniper special damage values.DavetheBrave wrote:aka useless in BA? =Pa slow but high-hp and firepower unit.

A big problem with the anti swarm turrets is their lack of height. They're easily blocked if place next to buildings and whatnot. It might be worth it to add collidefriendly=0 to their missile, then give them some more sd value against transports and bombers.
Also, all flighttime values need to be fixed, for missile-based AA to work properly.