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Re: Balanced Annihilation V6.5

Posted: 24 Oct 2008, 20:32
by MR.D
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.

Re: Balanced Annihilation V6.5

Posted: 25 Oct 2008, 00:10
by el_matarife
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.

Re: Balanced Annihilation V6.5

Posted: 25 Oct 2008, 01:14
by Evil4Zerggin
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

Posted: 26 Oct 2008, 02:50
by Saktoth
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?

Re: Balanced Annihilation V6.5

Posted: 26 Oct 2008, 07:26
by BeefofAges
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

Posted: 26 Oct 2008, 08:21
by KDR_11k
It'S an option spring provides and all TA mods use.

Re: Balanced Annihilation V6.5

Posted: 26 Oct 2008, 11:13
by REVENGE
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?
Haha, one more argument for why fpsing is actually useful? :lol: :roll:
KDR_11k wrote:It'S an option spring provides and all TA mods use.
For the exact purpose of making attacking Coms guesswork. A tactical carryover from OTA, if you will.

Re: Balanced Annihilation V6.5

Posted: 02 Nov 2008, 05:07
by Tribulexrenamed
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

Posted: 08 Nov 2008, 16:07
by Scikar
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

Posted: 08 Nov 2008, 21:02
by ginekolog
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).

Re: Balanced Annihilation V6.5

Posted: 08 Nov 2008, 21:19
by Pxtl
Use cans, reapers, and pillagers instead?

Alternately, can the Arm transport lift the penetrator and the fatboy?

Re: Balanced Annihilation V6.5

Posted: 08 Nov 2008, 22:26
by Scikar
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

Posted: 09 Nov 2008, 05:00
by REVENGE
Scikar wrote:would you really want to carry a 1600m gollie in a 250 hp transport?
Yes. :roll:

Re: Balanced Annihilation V6.5

Posted: 09 Nov 2008, 10:49
by MR.D
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)

Re: Balanced Annihilation V6.5

Posted: 09 Nov 2008, 11:09
by ginekolog
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.

Re: Balanced Annihilation V6.5

Posted: 09 Nov 2008, 11:21
by Scikar
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

Posted: 09 Nov 2008, 12:35
by ginekolog
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.
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.

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 :)

Re: Balanced Annihilation V6.5

Posted: 09 Nov 2008, 17:31
by Jasper1984
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)

Re: Balanced Annihilation V6.5

Posted: 10 Nov 2008, 03:30
by DavetheBrave
a slow but high-hp and firepower unit.
aka useless in BA? =P

Re: Balanced Annihilation V6.5

Posted: 10 Nov 2008, 07:43
by REVENGE
DavetheBrave wrote:
a slow but high-hp and firepower unit.
aka useless in BA? =P
Not to mention Sniper special damage values. :roll:

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.