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Re: Balanced Annihilation V6.0

Posted: 10 Jan 2008, 20:08
by DZHIBRISH
"Maybe sleska will clarify"
pffffuaahahaha

Re: Balanced Annihilation V6.0

Posted: 10 Jan 2008, 22:11
by ginekolog
As i see it seaplanes are real T1.5 now in cost effectivnes. They are just plain ~30% worse per cost to T2.

Re: Balanced Annihilation V6.0

Posted: 10 Jan 2008, 23:19
by DZHIBRISH
lol i hope they are still more cost effective than t1 planes..

Re: Balanced Annihilation V6.0

Posted: 10 Jan 2008, 23:30
by [Krogoth86]
Just have a look at modinfo to verify this...

Re: Balanced Annihilation V6.0

Posted: 11 Jan 2008, 00:47
by Neddie
Well, the fighters aren't worth it, but the rest of their aircraft are.

Re: Balanced Annihilation V6.0

Posted: 12 Jan 2008, 19:13
by dzzirrus
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 worthless :( While core's can kill. Arm's EMP doesnt stun for long enough even.

5. ARM's fidos are somewhat useless :( http://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 more :( http://modinfo.adune.nl/index.php?act=e ... m&MOD=ba60

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).

8. 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.

Re: Balanced Annihilation V6.0

Posted: 12 Jan 2008, 19:47
by Masure
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 worthless :( While core's can kill. Arm's EMP doesnt stun for long enough even.

5. ARM's fidos are somewhat useless :( http://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 more :( http://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.
You play arm, don't you ?

Re: Balanced Annihilation V6.0

Posted: 12 Jan 2008, 20:14
by dzzirrus
Masure wrote:You play arm, don't you ?
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.

And what do you think should i ask for cores? To empower sumo, banisher, panther? Dont make me laugh. Core's units are quite well-balanced except commando (edited my post).

Even the can (he isnt used often because of dragon spikes and can's low speed) is quite nice 340 dps and 4k health only for 500 metal.

Re: Balanced Annihilation V6.0

Posted: 12 Jan 2008, 20:51
by [Krogoth86]
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.
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:4. Arm's emp missiles are a way too worthless :( While core's can kill. Arm's EMP doesnt stun for long enough even.
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... :wink:
dzzirrus wrote:5. ARM's fidos are somewhat useless :( http://modinfo.adune.nl/index.php?act=e ... m&MOD=ba60
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...
But I'd say the Fido's far from useless - he of course isn't a first line assault unit but a great supporter and even outranger against T1 defenses...
dzzirrus wrote:6. Arm's zippers are too weak (for their price) even after those improvements.
Correct - that also was said for quite some while now... :wink:
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).
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...

Re: Balanced Annihilation V6.0

Posted: 12 Jan 2008, 21:00
by MR.D
1 targeting facility completely neutralizes the benefit of cloaked but not stealthed units, then neither Snipers or the CORE Skuttle_bomb have any advantage what so ever.

Zippers are pretty pathetic, but only because of FlashTank's OPstrengths, the only thing Zipper has over the Flashtank is its improved turn rate, so you can maintain full speed and change directions much quicker to avoid incoming shots.

In masses, Zippers get eaten just as fast as flash tanks, IMO their buildtime and costs should be reduced to match the FlashTank at least.

TBH though, the only really neglected unit in ARM, is the Pelican.

Being amphibious really doesn't counter its costs, because its such a weak yet expensive unit, Core's GIMP does a far better job than Pelican can for its Role as amphibious assault.

Re: Balanced Annihilation V6.0

Posted: 12 Jan 2008, 21:19
by LordMatt
You could run zippers over some undefended hill not accessible to vehicles. Their weapon is really ugly though. I think they should get their OTA laser back.

Re: Balanced Annihilation V6.0

Posted: 12 Jan 2008, 21:53
by Masure
[Krogoth86] wrote:
dzzirrus wrote:4. Arm's emp missiles are a way too worthless :( While core's can kill. Arm's EMP doesnt stun for long enough even.
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... :wink:
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.

Re: Balanced Annihilation V6.0

Posted: 12 Jan 2008, 22:00
by [Krogoth86]
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.
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... :wink:

Re: Balanced Annihilation V6.0

Posted: 12 Jan 2008, 22:15
by MR.D
IMO, Antinuke needs its cloak back.

Its easily bombed, EMPED, its automatically spotted by the new AI, and is probably one of the single most vital units in the game next to your commander in late game.

Something else is needed to protect it, besides being able to build another (so sick of that argument).

That Cloak for the Anti was put into OTA from the beginning for a reason.

Re: Balanced Annihilation V6.0

Posted: 12 Jan 2008, 22:19
by KDR_11k
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.

Re: Balanced Annihilation V6.0

Posted: 12 Jan 2008, 22:37
by Sleksa
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

Re: Balanced Annihilation V6.0

Posted: 12 Jan 2008, 22:43
by Masure
KDR_11k wrote:
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.
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.

Re: Balanced Annihilation V6.0

Posted: 12 Jan 2008, 22:44
by KDR_11k
Masure: It's capped but the cap is weapon specific.
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
Never heard of that, maybe he played some modded version?

Re: Balanced Annihilation V6.0

Posted: 12 Jan 2008, 22:46
by Sleksa
KDR_11k wrote:Masure: It's capped but the cap is weapon specific.
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
Never heard of that, maybe he played some modded version?
well i played AA and uberhack and some other mods and i dont remember them having a cloack either :/

Re: Balanced Annihilation V6.0

Posted: 12 Jan 2008, 23:03
by Masure
KDR_11k wrote:Masure: It's capped but the cap is weapon specific.
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.

Next time, I'll use Liche and fuck the art of sync emp with nuke.