Balanced Annihilation v4.7 !! - Page 53

Balanced Annihilation v4.7 !!

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silv
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Joined: 25 May 2006, 07:24

Post by silv »

ok that's kind of an explanation, but still doesnt make much too sense, bc the fusion is a ressource building and not linked to vehicles in any way i can see, while seaplanes and t3-bots are linked to their respective builders, which is fine.
i'm not saying this must be changed, i just wondered for a long time why i couldnt build advanced fusions.

and because this is the BA thread, although it probably has been said a trillion times, arm needs a krog counter t3-bot (or the krog a drastical nerf). (don't say there are other krog counters, i know about them, but one side having a relatively cheap t3 überbot and the other not is not balanced.)
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jackalope
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Post by jackalope »

silp wrote:ok that's kind of an explanation, but still doesnt make much too sense, bc the fusion is a ressource building and not linked to vehicles in any way i can see, while seaplanes and t3-bots are linked to their respective builders, which is fine.
i'm not saying this must be changed, i just wondered for a long time why i couldnt build advanced fusions.

and because this is the BA thread, although it probably has been said a trillion times, arm needs a krog counter t3-bot (or the krog a drastical nerf). (don't say there are other krog counters, i know about them, but one side having a relatively cheap t3 überbot and the other not is not balanced.)
even though I almost never use T3 so this doesn't really affect me I have to say this is true. The krog got like double hp and a crush weapon without a cost increase while bantha stayed the same.
Saktoth
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Post by Saktoth »

Someone is playing speedmetal! :lol: The krog is just a hopeless waste of metal on most maps.

For my part, i like the idea of different tech trees having different abilities. In fact, id like to see more of it- even at tech1. Right now, the adv fus and the tech3 kbots are a bit niche, and not seen in most games. Maybe giving the armed/cloakable metal extractor to vechs, and the adv solar to kbots. The popup lightning/flame turret to kbots, the antiswarm/beamer turret to vechs. Small things like that, might spice the game up and add interest to multiplay. Of course i highly doubt this is gonna happen, as the sort of changes you see in BA are more minor than that.

I agree the fusion doesnt make much sense, but nor does the seaplane platform. I mean, that thing sucks. I say give it to tech 1 planes and/or hovers. Lets stop pretending its tech3.
Metajo
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Post by Metajo »

silp wrote:ok that's kind of an explanation, but still doesnt make much too sense, bc the fusion is a ressource building and not linked to vehicles in any way i can see, while seaplanes and t3-bots are linked to their respective builders, which is fine.
i'm not saying this must be changed, i just wondered for a long time why i couldnt build advanced fusions.

and because this is the BA thread, although it probably has been said a trillion times, arm needs a krog counter t3-bot (or the krog a drastical nerf). (don't say there are other krog counters, i know about them, but one side having a relatively cheap t3 überbot and the other not is not balanced.)

few dozen snipers will make quick work out of a krog if they still get the bonus damage anymore
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Licho
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Post by Licho »

Krog is not a waste of metal, it's much more cost effective than bantha. Hp/cost and damage/cost should be more balanced for ultimate t3 bots krog and bantha - the stronger HP unit (krog) having worse ratios than smaller unit (bantha). Right now its the other way, krog being more efficient than bantha.
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MR.D
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Post by MR.D »

IMO, Advanced fusions is not why players go Vehicles.

In fact I rarely see them built, unless by nubs.

They're far to dangerous for any practical use besides maps like speedmetal, or greenfields.
Saktoth
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Post by Saktoth »

Krog is not a waste of metal, it's much more cost effective than bantha.
Bantha is also a waste of metal. You dont counter Krogs with Banthas! Thats like countering nukes with other nukes.

(Edited, i got the metal cost of krogs wrong)
Snipers are the best response:
It takes 18 sniper shots to kill a krog. Since snipers outrange even the krogs missile you dont even need to cloak them (But it might help if you do). Even if every single sniper is obliterated as soon as he fires, you will only have spent 9,630 metal. Compared to 27,182!

It takes 13 shots from an anni. An anni can usually get off at least 2 shots before the krog kills it. It costs 20,895 metal for 7 annis. Compared to 27,182 (Which is acutally kinda reasonable given annis are static).

Using pheonix bombers, who dont even have a special attack against Krogs- On average 4 bombs hit per run, doing 1000 damage to the krog. If each pheonix bomber can do 2 runs before dying (They can often do much more than that) it takes 67 bombers, or 15343 metal. Compared to 27,182! In practical tests i just ran, 20 bombers killed an (Admitedly, unprotected by AA) krog, and 7 bombers survived.

This isnt counting the cost of a gantry.

Krogs are a waste of metal.
(Edited, i got the metal cost of krogs wrong-Yes! I know! Im an idiot, i look like a fool, etc)
They're far to dangerous for any practical use besides maps like speedmetal, or greenfields.
Dangerous? You mean explodey? Just build them a bit away from everything. The real problem with them is that you need a fusion or two to even build one. And most proper games dont last long enough to get more than a few fusions.
Last edited by Saktoth on 01 Feb 2007, 08:07, edited 4 times in total.
zecrazyone
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Post by zecrazyone »

krogs dont cost 230,000 metal each :roll: they cost more like 35,000 each
Uberleechen
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Joined: 22 Nov 2006, 23:48

Post by Uberleechen »

As of BA 4.61:
Gantry: 7848M.

Krogoth:
133700 hp
Costs:
27182M, 577039E

So, yes, snipers are good counters to Krogoths, Annihilators are not. (By your calculations, of course.)
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ginekolog
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Post by ginekolog »

i think krog is easily counterd by lets say 5 berthas or air - gunships work fine. Btw i have not seen T3 since granries became expensive - thats like 2 months now.
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Hoinkie
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Post by Hoinkie »

18 snipers instakill a krog for the same buildtime, you can do with 9 because of their range.

all nice and well but why cant the commando cloak anymore what you have now is an unit that doesnt fire at anything unles you tell it to and it still cost 618 metal. to capture something you need 2. 1 to paralayze and 1 to capture cause it wont capture and paralyse at the same time.
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Pxtl
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Post by Pxtl »

I still think the "commando capture" thing is a mistake. I'd rather see the Commando armed with a short-ranged superheavy flamethrower instead of capture. Capture as a weapon seems... wrong.
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Foxomaniac
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Post by Foxomaniac »

It's not wrong, if the commando could retain his cloak but lose the stealth he would be an AWESOME unit to sneak behind enemy lines and start capturing say, a metalmaker and setting off a chain reaction by self-ding it.

or what I did a few days ago :

Sneak up on a doomie, paralyze it - begin capture process with 6 commandos.

Took a while - but was quite worth it.

May I suggest utilizing the script trick to allow amphibious units to move faster in water?

Like 1.5x faster or so?

Amphibious units are painfully slow.
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Machiosabre
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Post by Machiosabre »

as long as it doesn't have both stealth and cloaking it'd be fine, if the anti radar missiles weren't so crappy getting commandos in might even be a use for em

btw junos could probly lose about half of their ecost, I mean 52000 is a bit excessive, and it'd still cost about as much as an emp tacnuke.
Last edited by Machiosabre on 01 Feb 2007, 19:19, edited 1 time in total.
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TradeMark
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Post by TradeMark »

el_matarife
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Post by el_matarife »

Machiosabre wrote: btw junos could probly lose about half of their ecost, I mean 52000 is a bit excessive, and it'd still cost about as much as an emp tacnuke.
Agreed, they should probably also drop some build time too. Right now, they build slow, the missiles take 2 minutes each, and it costs a ton of energy meaning most people don't build them unless they need extra help to break a standoff or something.

Also, the Blade Heavy Flak-Resistant Gunship has an ImpulseBoost but no ImpulseFactor like the other units with impulse, is this intentional or a bug?
Last edited by el_matarife on 01 Feb 2007, 22:11, edited 1 time in total.
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Hoinkie
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Post by Hoinkie »

as long as it doesnt have both stealth and cloak, now where do we see that combination again? Why dont we do something about that! Snipers dont need cloak, they have the range to make up for not having it.
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Pxtl
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Post by Pxtl »

Machiosabre wrote:as long as it doesn't have both stealth and cloaking it'd be fine, if the anti radar missiles weren't so crappy getting commandos in might even be a use for em

btw junos could probly lose about half of their ecost, I mean 52000 is a bit excessive, and it'd still cost about as much as an emp tacnuke.
Be careful with cutting the price of Junos - they are shot at by anti-nukes. I could easily see players using Junos to suck up antinuke ammo if they were cheap.
Lippy
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Joined: 16 Jul 2006, 00:24

Post by Lippy »

Pxtl wrote:
Machiosabre wrote:as long as it doesn't have both stealth and cloaking it'd be fine, if the anti radar missiles weren't so crappy getting commandos in might even be a use for em

btw junos could probly lose about half of their ecost, I mean 52000 is a bit excessive, and it'd still cost about as much as an emp tacnuke.
Be careful with cutting the price of Junos - they are shot at by anti-nukes. I could easily see players using Junos to suck up antinuke ammo if they were cheap.
Simple: don't allow anti-nukes to shoot at em.
I support reducing the costs of junos though
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EXit_W0und
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Post by EXit_W0und »

I know this is a bit off topic, but what tag is used to determine which type of weapon another weapon targets?
I've only seen a tag like isTargetable = 1, and assumed the rest was hard coded to work only for nukes? I hope I'm wrong there.
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