Balanced Annihilation Development - Page 6

Balanced Annihilation Development

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JohannesH
Posts: 1793
Joined: 07 Apr 2009, 12:43

Re: Balanced Annihilation Development

Post by JohannesH »

Time to do what exactly - take out 1 or 2 tidals then retreat with next to no health left? Not worth delaying your con for I'd think. And thatd probably be the best case scenario against anyone good on most any maps. You dont have much time to rape anything, since you cant let his vette start shooting at you at all or youll lose.

And skeeters, possible to loose them before a chance to react just because you guessed the comms position wrong.

Being slow doesnt matter for early defense when buildings dont block your shooting.

Also... I dont see the problem with someone killing their opponent fast if said opponent is clueless and cant figure out a decent build for even the first 2-3 minutes of the game.

And Ill repeat that its totally possible to make the start on an island, so comm has limited laser & gunning range.

Want to play Sands of War sometime?
Saktoth
Zero-K Developer
Posts: 2665
Joined: 28 Nov 2006, 13:22

Re: Balanced Annihilation Development

Post by Saktoth »

The com with laser/torp has been brought up so many times: stop suggesting it and start thinking about the consequences, because corvettes cannot respond. The com could walk up the middle of the map zapping everything with no response. But truth is, he can kind of do that early game on land anyway. I think we'd have to see how it played out. I predict just a switch to destroyer/sub rushing, to stop the compush. I'd like to see how it plays but there is a lot of possibility for abuse. Someone make a mutator of just this so we can put this one to rest as a solution or just a source of more problems.
JohannesH wrote:Want to play Sands of War sometime?
Sounds like a challenge! Hit me up in the lobby some time.

The MINIMAL changes (and BA is all about minimal) i'd suggest to BA sea:

1. Remove sub bubbles. You can spot subs by the bubbles, this is just a bug thing.
2. Buff Torpedo Launcher. Probably mostly by cost, to make it more accessible. 280 or so down from 350. Good for other maps, but it may hurt SoW: You can just TL rush out the front of his base with the fast, high HP, high BP cons.
3. Floating mex. Wont change SoW at all, though its not a one-change fix to other maps, either.
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