Re: Balanced Annihilation V6.0
Posted: 10 Jan 2008, 20:08
"Maybe sleska will clarify"
pffffuaahahaha
pffffuaahahaha
Open Source Realtime Strategy Game Engine
https://springrts.com/phpbb/
You play arm, don't you ?dzzirrus wrote:OH NOES!!!!
Why did you remove arm radar kbots????
Bring em back pls - thats quite odd arms miss em while cores got.
If author of this mod interested in player's suggestions, here are some:
1. bring back radar kbots to arms!!!!!!!! (i think it is bug, cause even on modit they are listed - http://modinfo.adune.nl/index.php?act=e ... m&MOD=ba60 and here it is http://modinfo.adune.nl/index.php?act=e ... m&MOD=ba60).
2. Increase bertha's / Intimidator's energy cost per shot and increase their price. Currently they are owning with that accuracy.
3. Arm's sharpshooters (snipers) require 400/sec energy per one to stay concealed - thats too much IMO for regular unit. It isnt that dangerous as core's advanced crawling bomb when concealed, so id suggest to lower this energy price.
4. Arm's emp missiles are a way too worthlessWhile core's can kill. Arm's EMP doesnt stun for long enough even.
5. ARM's fidos are somewhat uselesshttp://modinfo.adune.nl/index.php?act=e ... m&MOD=ba60
6. Arm's zippers are too weak (for their price) even after those improvements. They are weaker than t1 flash and cost almost 1.5. times morehttp://modinfo.adune.nl/index.php?act=e ... m&MOD=ba60
7. Seaplanes are nerfed too much (thats said already, but ill say again).
Most of arm's units are overall weaker, but i can live with it :)
Thats all what i want to get in new version of BA.
P.S. Sorry for poor English.
Im playing both. Speaking about arms ive listed, totally useless units that no one (except total noobs) ever built. Arm's kbot radar is a bug (atleast i hope so). Did you ever see fido or zipper in action? Try em, check their price and only after that post questions like that.Masure wrote:You play arm, don't you ?
Well the Sharpshooters just take 200 energy/sec and that also only when moving (only 75 when holding position). It's the Skuttle which takes 400 and which is the one that might get lowered values because - well saying the Skuttle is more dangerous than the Sniper is kinda strange - especially as they are one of Arm's best KBots...dzzirrus wrote:3. Arm's sharpshooters (snipers) require 400/sec energy per one to stay concealed - thats too much IMO for regular unit. It isnt that dangerous as core's advanced crawling bomb when concealed, so id suggest to lower this energy price.
The EMP missiles are much more "worthy" than the Core Tactical Nukes in BA. You can disable an Anti-Nuke with just one rocket (instead of 2 for Core), disable whole defense lines with Doomsday for long enough to scramble them with your attack force, you can EMP incoming Mechs and have twice as much range as Core's version. So just use them correctly and they'll turn out to be your new best friend...dzzirrus wrote:4. Arm's emp missiles are a way too worthlessWhile core's can kill. Arm's EMP doesnt stun for long enough even.
Well the listed dps value isn't correct as the reload time gets rewritten by a scripted one but I don't know anymore in which manner...dzzirrus wrote:5. ARM's fidos are somewhat uselesshttp://modinfo.adune.nl/index.php?act=e ... m&MOD=ba60
Correct - that also was said for quite some while now...dzzirrus wrote:6. Arm's zippers are too weak (for their price) even after those improvements.
Well I think he was meant to shoot on his own in the meanwhile though I didn't test it lately. Besides that he may be hard to use but if you know how to he can lead to devastating results...dzzirrus wrote:7. Cores commando (capture k-bot t2) should be able to shoot his emp during movement and he should be able to fire at will (atm he isnt for some odd reason) - currently he is a way too hard to use (and quite expensive).
EMPing an antinuke is really really hard if I remember correctly. Since the EMP effect is capping at 120% and getting under 100% quickly, the long fly of the nuke will allow the antinuke system to get enabled back.[Krogoth86] wrote:The EMP missiles are much more "worthy" than the Core Tactical Nukes in BA. You can disable an Anti-Nuke with just one rocket (instead of 2 for Core), disable whole defense lines with Doomsday for long enough to scramble them with your attack force, you can EMP incoming Mechs and have twice as much range as Core's version. So just use them correctly and they'll turn out to be your new best friend...dzzirrus wrote:4. Arm's emp missiles are a way too worthlessWhile core's can kill. Arm's EMP doesnt stun for long enough even.
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Well it's awfully easy as the EMPs have a paralyzetime of 60 seconds (it's about 55 ingame on AMDs afaik). I think that's enough time to plan your Nukes...Masure wrote:EMPing an antinuke is really really hard if I remember correctly. Since the EMP effect is capping at 120% and getting under 100% quickly, the long fly of the nuke will allow the antinuke system to get enabled back.
That's nonsense, the 120% was just an arbitrary number used by the healthbars widget. They aren't capped at all.Masure wrote:EMPing an antinuke is really really hard if I remember correctly. Since the EMP effect is capping at 120% and getting under 100% quickly, the long fly of the nuke will allow the antinuke system to get enabled back.
MR.D wrote: That Cloak for the Anti was put into OTA from the beginning for a reason.
I thought healthbar displays the real "EMP score". As I noticed (maybe wrongly) that 10 EMP bombers did the same as 1 EMP bomber on an antinuke, I thought that EMP effect was capped.KDR_11k wrote:That's nonsense, the 120% was just an arbitrary number used by the healthbars widget. They aren't capped at all.Masure wrote:EMPing an antinuke is really really hard if I remember correctly. Since the EMP effect is capping at 120% and getting under 100% quickly, the long fly of the nuke will allow the antinuke system to get enabled back.
Never heard of that, maybe he played some modded version?Sleksa wrote:MR.D wrote: That Cloak for the Anti was put into OTA from the beginning for a reason.
wait what, OTA anti had a cloack? ├â┬ÁO
well i played AA and uberhack and some other mods and i dont remember them having a cloack either :/KDR_11k wrote:Masure: It's capped but the cap is weapon specific.
Never heard of that, maybe he played some modded version?Sleksa wrote:MR.D wrote: That Cloak for the Anti was put into OTA from the beginning for a reason.
wait what, OTA anti had a cloack? ├â┬ÁO
I was in an hard game and I felt sad when I noticed that my 3 emp bombers were capped to 15s of paralyze time on the antinuke. Once my nuke launched, my EMP bombers could bomb again before their death. Unfortunately, the 15s was not enough for my nuke to get to the destination.KDR_11k wrote:Masure: It's capped but the cap is weapon specific.