Balanced Annihilation v4.7 !! - Page 7

Balanced Annihilation v4.7 !!

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jackalope
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Joined: 18 Jun 2006, 22:43

Post by jackalope »

neddiedrow wrote:I think that was pretty well known, actually, on the Dragon's Teeth.
well the "wut" really meant "what, you are getting upset and writing GHEY in big red letters a bunch of times because of dragon teeth?"
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Ishach
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Post by Ishach »

I dont feel like dancing no sir no dancing today
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Neddie
Community Lead
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Post by Neddie »

Well, I can see that jack.
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Forboding Angel
Evolution RTS Developer
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Post by Forboding Angel »

Felix the Cat wrote:How about AA 1.44? IMO that was the most balanced version we've had.
qft
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jackalope
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Post by jackalope »

ok I think maybe vehcons are building too slowly :(

just played a 1v1 and I had to spam a ton of them before I could build anything.
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Day
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Joined: 28 Mar 2006, 17:16

Post by Day »

about the MMs, its done next version
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Dragon45
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Post by Dragon45 »

planning on any graphical changes, day? new models that Zenka made could very well be intergrated...
Hellspawn
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Post by Hellspawn »

flop wrote:Dont put words in my mouth... I never said 2.11 was balanced... just more balanced. These mods are both a step backward IMO. They look to be catered to the authors love of moon maps. :P 2.23 is almost unplayable unless u disable scouts. In 2.23 the flash is simply the new gator, and fighters still pwn.
Instigator owned everything in 2.11, it was much more powerful then flash in 2.23. Flash vs instigator balance isn't really that bad in 2.23 (IF you micro corectly), in 2.11 flashes got literaly owned by instigators. Fighters own less, much less.

2.23 main problems are weasels, otherwise it is IMO more balanced then 2.11
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jackalope
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Post by jackalope »

Hellspawn wrote:
flop wrote:Dont put words in my mouth... I never said 2.11 was balanced... just more balanced. These mods are both a step backward IMO. They look to be catered to the authors love of moon maps. :P 2.23 is almost unplayable unless u disable scouts. In 2.23 the flash is simply the new gator, and fighters still pwn.
Instigator owned everything in 2.11, it was much more powerful then flash in 2.23. Flash vs instigator balance isn't really that bad in 2.23 (IF you micro corectly), in 2.11 flashes got literaly owned by instigators. Fighters own less, much less.

2.23 main problems are weasels, otherwise it is IMO more balanced then 2.11
Except kbots are fail against vehicles.
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Deathblane
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Post by Deathblane »

Can we please please, pretty please have discriptive map icons, for your units (and buildings) at a moderate zoom level (maybe once your zoomed out by over twice the starting level)?

Obviously this would preferably be a overlay called via a key press (like the los ovelay), but I don't think that's in hte game.
ZellSF
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Post by ZellSF »

Uh, zoom level is set by user, not modder.
Hellspawn
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Post by Hellspawn »

jackalope wrote:
Hellspawn wrote:
flop wrote:Dont put words in my mouth... I never said 2.11 was balanced... just more balanced. These mods are both a step backward IMO. They look to be catered to the authors love of moon maps. :P 2.23 is almost unplayable unless u disable scouts. In 2.23 the flash is simply the new gator, and fighters still pwn.
Instigator owned everything in 2.11, it was much more powerful then flash in 2.23. Flash vs instigator balance isn't really that bad in 2.23 (IF you micro corectly), in 2.11 flashes got literaly owned by instigators. Fighters own less, much less.

2.23 main problems are weasels, otherwise it is IMO more balanced then 2.11
Except kbots are fail against vehicles.
Yeah but I am subjective at vehicles vs bot because I prefer vehicles over bots :P.
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NOiZE
Balanced Annihilation Developer
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Post by NOiZE »

V4.1->v4.2
Fixed EMP bomber damage (it will only do stunning now)
Punisher now has the correct icontype
Mohometalmakers rebalanced
Floating metalmakers rebalanced
Added Level2 AA bots back in
Added a D-gun effect borrowed from XTA8.1
Increased Advanced radar ranges slightly
Increased Floating radar ranges slightly
Matched radar ranges to dummy range
Arm and Core Geo both produce 300 now
Arm and Core Moho Geo both produce 1250 now
Fusions make 1000 E now, ARM 4000 HP CORE 4500 HP
Adv Fusions make 3000 E now, ARM 7500 HP CORE 8500 HP
Banisher range reduced a little
Weasel/Jeffy reloadtime increased a bit
Conveh and Conbot buildspeed the same now (90)
http://www.unknown-files.net/index.php? ... &dlid=1975
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Deathblane
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Post by Deathblane »

ZellSF wrote:Uh, zoom level is set by user, not modder.
How? I've looked through the changelog but I can't find anything (not that that means I haven't missed it)
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LordMatt
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Post by LordMatt »

NOiZE wrote:V4.1->v4.2
Conveh and Conbot buildspeed the same now (90)[
Wewt!
PRO_rANDY
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Post by PRO_rANDY »

wanted to say i think solars should cost energy
otherwise the build order for any solar map becomes mex mex mex then energy then plant, rushing becomes too easy as u have more metal after ur plant finishes as u got your metals earlier it disrupts the balance between rush/ defensive play
BigBrain
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Joined: 03 Aug 2006, 19:21

Post by BigBrain »

Deathblane wrote:
ZellSF wrote:Uh, zoom level is set by user, not modder.
How? I've looked through the changelog but I can't find anything (not that that means I haven't missed it)
Look at the game settings, there is option "Unit icon distance". My wild guess is that the option is what you are looking for?
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Strategia
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Joined: 06 Apr 2006, 18:32

Post by Strategia »

2k4 wrote:Flea now has a blowtorch! (actually its a bug i cant fix, im a noob modder!) <- nub, if you are a noob modder, then dont mod
Sooo..... basically, unless you already have experience in modding, you shouldn't mod?

Gee, thanks for the encouragement. :x
MrNubyagi
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Post by MrNubyagi »

discriminatingly banned by decimator
Last edited by MrNubyagi on 30 Nov 2006, 04:57, edited 1 time in total.
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NOiZE
Balanced Annihilation Developer
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Post by NOiZE »

MrNubyagi wrote:lol more jeffy/weasel nerfs as if there wasn't enough

you guys don't realize that the old way was working, in fact in latest AA games i played i had to mix flashes and jeffys to keep the attack going

a 25% nerf would have been enough

this is the way it should be, mixing troops so you get LOS from scouts in your army and firepower and more sturdiness from the more advanced units.

now scouts are as more useless than fleas, even a fart will make them die(and they can fart suicide :lol: )
that really sounds like you tested it very precisely...

well not really....
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