Page 7 of 15
Re: Balanced Annihilation V7.04
Posted: 25 Nov 2009, 00:33
by TheFatController
Idlebuilders and Stockpiler are included in the engine afaik and default off so you cant include them in a mod cause the engine widgets will overwrite them.
Also why do people who already use this widget care about it being added, I don't think something that sends automatic commands which can actually affect economy etc should be on by default.
Re: Balanced Annihilation V7.04
Posted: 25 Nov 2009, 00:51
by TradeMark
TheFatController wrote:Idlebuilders and Stockpiler are included in the engine afaik and default off so you cant include them in a mod cause the engine widgets will overwrite them.
Cant you make a widget that modifies it somehow and makes it enabled by default? Or just copypaste the widget in BA and make it default on
TheFatController wrote:Also why do people who already use this widget care about it being added, I don't think something that sends automatic commands which can actually affect economy etc should be on by default.
because im tired of constantly explaining to noobs how to make nanos automatically build stuff.
And since its such a huge effect on your efficient building, it should be on for all, or disabled for all then. i count it as cheating tho, but i dont care anymore.
feels fucking lame to use it, but what can you do when everyone else uses it too? these widgets really pisses me off when they force us to change the gameplay... just like we had to make walls visible under gray, because of idiots making widgets that draws lines where walls are -_-
IMO we should disable widgets completely and approve them as gadgets whenever new version of BA comes out.
can you ban autorepair widgets ? and autoreclaim for nanos (that reclaims enemy units that are in range), theyre pretty lame
Re: Balanced Annihilation V7.04
Posted: 25 Nov 2009, 11:04
by JohannesH
idlebuilders doesnt matter much if its used or not, you can put nanos on roam/patrol no matter what its just a convenience for that.
But anyway I agree that user widgets should be limited in some way... Its the lamest way to have an edge over an opponent.
Re: Balanced Annihilation V7.04
Posted: 25 Nov 2009, 14:57
by bartvbl
TradeMark wrote:what the fucking button? i never noticed any extra button for nanotowers...
The button which says "active"/"passive" (for the behaviour of the nano)
it is in the menu of nanos
Re: Balanced Annihilation V7.04
Posted: 25 Nov 2009, 16:05
by TradeMark
oh... ive never really paid attention to such buttons
Re: Balanced Annihilation V7.04
Posted: 29 Nov 2009, 22:42
by JohannesH
[23:20:44] <[RoX]pintle> [21:20:29] <[RoX]pintle> ba has fkin fps manager on by default?
[23:20:44] <[RoX]pintle> [21:20:36] <[RoX]pintle> morons
[23:20:44] <[RoX]pintle> [21:20:41] <[RoX]pintle> it crashed me with dynamic water
Re: Balanced Annihilation V7.04
Posted: 29 Nov 2009, 23:50
by TradeMark
i dont think so
Re: Balanced Annihilation V7.04
Posted: 30 Nov 2009, 18:45
by triton
balanced annihilaiotn should be balance for 1vs1 to 3vs3 good players games.
when u have only good players u can go T2 ONLY if ure winning, and imo u ALWAYS have better things to do.
We should really CHANGE this i asked it many times and now i am bored,
tfc made a channel for speaking about ba minor changes but Regret is always saying : RETARD ideas to anything new.
cant we definetly mute him for ever?
In ALL GOOD RTS units can be usuable for 1vs1 and in close games people can tech.
In ba its just stupid, u can go T2 only if ure winning, or sometimes u can rush liche if ennemie is just not aggressive enough.
1vs1 community cant grow more without working on this, we always use same units and it shouldnt be like this.
SO, we should decrease T2 veh and T2 kbots factory cost, anyway T2 units cost too much to be spammable without a good eco.
T2 constructors cost would be increased ofc to balance this a bit, and maybe engineer too.
I never said i had the solution but we should work on this NOW.
i dont have much time atm but just one more thing :
STUMPYs ARE OP
BLADEWINGS are a bit op too
cya
Re: Balanced Annihilation V7.04
Posted: 30 Nov 2009, 19:13
by Gota
If i may input some info.
Me and Steve have been playing a lot of 1v1 SA games.
In SA T2 is more accessible and what i have noticed is that when that happens You immediately get T2 con rush and T2 mex spam.
If you make t2 labs more accessible in BA than i sugest
#1 increasing T2 con costs.
#2 decreasing the effeciency of T2 mexes by only lowering metal production or just making them cheaper and make them produce less metal.
This will balance the eco vs army ratio.
Otherwise every time people will build a t2 lab they will always start making t2 mexes first and only after upgrading their mexes will start making t2 units.
There is another issue to consider however.
T2 units in BA are not too efficient unless most of the map has been captured and the front lines are more or less porced up.
I think that maybe if you do not want to make the changes i listed above you might want to either make the defenses a bit tougher so that there will be more chances that T2 units will be efficient in an average game or do an overall small buff of all t2 and t3 units.
Re: Balanced Annihilation V7.04
Posted: 30 Nov 2009, 20:41
by TradeMark
triton wrote:1vs1 community cant grow more without working on this, we always use same units and it shouldnt be like this.
unfortunately... BA = 16 players on DSD
gota gtfo with your SA adverts :DD
Re: Balanced Annihilation V7.04
Posted: 30 Nov 2009, 20:53
by Pxtl
@triton - play other games. BA is BA. At this point, expecting radical, earth-shaking changes in BA is like expecting those kinds of changes in Football or Chess.
Re: Balanced Annihilation V7.04
Posted: 30 Nov 2009, 20:58
by pintle
Pxtl wrote:@triton - play other games. BA is BA. At this point, expecting radical, earth-shaking changes in BA is like expecting those kinds of changes in Football or Chess.
Exactly the kind of nonsense that has been holding BA development back for years.
+1 to what Triton said.
Re: Balanced Annihilation V7.04
Posted: 30 Nov 2009, 21:44
by 1v0ry_k1ng
Pxtl wrote:@triton - play other games. BA is BA. At this point, expecting radical, earth-shaking changes in BA is like expecting those kinds of changes in Football or Chess.
and over here folks, we have some prime ass-kissing
Re: Balanced Annihilation V7.04
Posted: 30 Nov 2009, 21:46
by Gota
TradeMark wrote:triton wrote:1vs1 community cant grow more without working on this, we always use same units and it shouldnt be like this.
unfortunately... BA = 16 players on DSD
gota gtfo with your SA adverts :DD
Wasnt trying to advertise.
If Ba has lower costing labs people will make them, build 1-2 t2 cons and reclaim the t2 lab and start upgrading mexes and spam more t1...
Re: Balanced Annihilation V7.04
Posted: 30 Nov 2009, 21:54
by Pxtl
You know what? I don't play much BA. I prefer CA. But when I play BA, it's still, generally, BA. Just like it was last year. I think BA is so very utterly far from being a game I'd actually *prefer* to CA or KP or various other games, that tweaking it really won't improve the game enough to outweigh its best asset which is stability.
If you want to improve BA, then there are about a zillion things to do. Like, an endless list. Like, it wouldn't even look like BA anymore. On the other hand, it's a decent game right now.
I honestly think that effort to improve BA is better spent on other projects.
Re: Balanced Annihilation V7.04
Posted: 30 Nov 2009, 21:57
by JohannesH
Pxtl wrote:You know what? I don't play much BA. I prefer CA. But when I play BA, it's still, generally, BA. Just like it was last year. I think BA is so very utterly far from being a game I'd actually *prefer* to CA or KP or various other games, that tweaking it really won't improve the game enough to outweigh its best asset which is stability.
If you want to improve BA, then there are about a zillion things to do. Like, an endless list. Like, it wouldn't even look like BA anymore. On the other hand, it's a decent game right now.
I honestly think that effort to improve BA is better spent on other projects.
I dont think you know shit about BA gameplay though.
Re: Balanced Annihilation V7.04
Posted: 30 Nov 2009, 22:28
by Regret
triton wrote:balanced annihilaiotn should be balance for 1vs1 to 3vs3 good players games.
when u have only good players u can go T2 ONLY if ure winning, and imo u ALWAYS have better things to do.
We should really CHANGE this i asked it many times and now i am bored,
tfc made a channel for speaking about ba minor changes but Regret is always saying : RETARD ideas to anything new.
cant we definetly mute him for ever?
In ALL GOOD RTS units can be usuable for 1vs1 and in close games people can tech.
In ba its just stupid, u can go T2 only if ure winning, or sometimes u can rush liche if ennemie is just not aggressive enough.
1vs1 community cant grow more without working on this, we always use same units and it shouldnt be like this.
SO, we should decrease T2 veh and T2 kbots factory cost, anyway T2 units cost too much to be spammable without a good eco.
T2 constructors cost would be increased ofc to balance this a bit, and maybe engineer too.
I never said i had the solution but we should work on this NOW.
i dont have much time atm but just one more thing :
STUMPYs ARE OP
BLADEWINGS are a bit op too
cya
Nah.
Re: Balanced Annihilation V7.04
Posted: 30 Nov 2009, 22:37
by CarRepairer
Regret wrote:triton wrote:balanced annihilaiotn should be balance for 1vs1 to 3vs3 good players games.
when u have only good players u can go T2 ONLY if ure winning, and imo u ALWAYS have better things to do.
We should really CHANGE this i asked it many times and now i am bored,
tfc made a channel for speaking about ba minor changes but Regret is always saying : RETARD ideas to anything new.
cant we definetly mute him for ever?
In ALL GOOD RTS units can be usuable for 1vs1 and in close games people can tech.
In ba its just stupid, u can go T2 only if ure winning, or sometimes u can rush liche if ennemie is just not aggressive enough.
1vs1 community cant grow more without working on this, we always use same units and it shouldnt be like this.
SO, we should decrease T2 veh and T2 kbots factory cost, anyway T2 units cost too much to be spammable without a good eco.
T2 constructors cost would be increased ofc to balance this a bit, and maybe engineer too.
I never said i had the solution but we should work on this NOW.
i dont have much time atm but just one more thing :
STUMPYs ARE OP
BLADEWINGS are a bit op too
cya
Nah.
Regret makes a good point.
Re: Balanced Annihilation V7.04
Posted: 01 Dec 2009, 00:42
by Tribulex
CarRepairer wrote:Regret wrote:triton wrote:balanced annihilaiotn should be balance for 1vs1 to 3vs3 good players games.
when u have only good players u can go T2 ONLY if ure winning, and imo u ALWAYS have better things to do.
We should really CHANGE this i asked it many times and now i am bored,
tfc made a channel for speaking about ba minor changes but Regret is always saying : RETARD ideas to anything new.
cant we definetly mute him for ever?
In ALL GOOD RTS units can be usuable for 1vs1 and in close games people can tech.
In ba its just stupid, u can go T2 only if ure winning, or sometimes u can rush liche if ennemie is just not aggressive enough.
1vs1 community cant grow more without working on this, we always use same units and it shouldnt be like this.
SO, we should decrease T2 veh and T2 kbots factory cost, anyway T2 units cost too much to be spammable without a good eco.
T2 constructors cost would be increased ofc to balance this a bit, and maybe engineer too.
I never said i had the solution but we should work on this NOW.
i dont have much time atm but just one more thing :
STUMPYs ARE OP
BLADEWINGS are a bit op too
cya
Nah.
Regret makes a good point.
yep
Re: Balanced Annihilation V7.04
Posted: 01 Dec 2009, 02:12
by triton
trolling war...
this topic is fucked