Balanced Annihilation V6.21 - Page 8

Balanced Annihilation V6.21

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KDR_11k
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Re: Balanced Annihilation V6.21

Post by KDR_11k »

LordMatt wrote:Who said this was about realism in anything but the TA universe?
The TA universe delivers no reason why the units would die because their Commander died if other commanders are around, it doesn't even allow for more than one commander per side on the battlefield as the Com is mostly a compact transport form for resources. (and it would allow for the central intelligence thingy to control all units for the Core anyway, the Commander is just one tool they use to populate another world and it would be disposable though expensive to replace, for the Arm if the com dies the player would be dead but not his forces)
Satirik
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Re: Balanced Annihilation V6.21

Post by Satirik »

could you please nerf the fuckin Gimps ???

or add special dmg to Piranha agains them ?
kuratkull
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Re: Balanced Annihilation V6.21

Post by kuratkull »

Hello,
I wanted to make a suggestion: could the move-out-of-factory move be made "locked" for units(especially for construction units). It has happened many times that I set the factory to produce a construction unit and other units after that. When the building of the unit begins, I instantly order it to build nano-turrets behind the same factory. When the constructor is ready, it will not move, and start building right away - next units won't be built. This is very frustrating when you are not observing the factory for a while, only to discover that no units have been produced.

-kuratkull

EDIT: Should this be posted in the main development -suggestions forum?
Last edited by kuratkull on 12 May 2008, 13:22, edited 1 time in total.
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MR.D
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Re: Balanced Annihilation V6.21

Post by MR.D »

Gimp isn't the problem, its how ineffective LVL-1 Subs are cost for cost vs torpedoes (both static and mobile), Depth charges and Light Battleships.

Gimp is LVL-2 and doesn't really equate into the LVL-1 water battle.

They cost nearly the same as an Enforcer, but 1 enforcer can kill 2 subs easy.

You can't micro subs because they can only fire straight ahead, and have a very narrow FOV and LOS, their torpedoes' can barely track moving targets and aren't really long enough range to defeat much of anything except a few corvettes and other subs, or a stranded commander.
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Machiosabre
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Re: Balanced Annihilation V6.21

Post by Machiosabre »

sea sucks, basically.
Satirik
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Re: Balanced Annihilation V6.21

Post by Satirik »

i got pwned by someone not expanding at all just spamming gimp and my piranhas were just useless altough it should be the most powerful unit agains other submarine units .... so yeah im angry !
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ginekolog
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Re: Balanced Annihilation V6.21

Post by ginekolog »

yeah i checked it too... nothig kills gimps sucessfully. IMO Just nerf gimps torpedo damage. Now that they are fast its just too powerfull.


subs should get some extra dps against ships too. They suck overall.. all of them. They still get beaten cost for cost by dest/cruiser - nonsense.
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MR.D
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Re: Balanced Annihilation V6.21

Post by MR.D »

Depth Charge launchers work nicely against Gimps, but takes a bit of planning, unless you have enough Destroyers or battleships to deal with them in force.

IMO, the best way to kill somebody using Gimps, is to completely bypass them by using hovers and attacking the enemy factory directly, or are you talking about the Amphibious lab? (I don't remember if Gimp was part of the Amphibious lab)

But if its an Amphibious lab, maybe using torpedo bombers from a Seaplane lab, or if you have LVL-2 standard air could do the trick nicely against Gimps.

Once Gimp gets onshore, they're no more dangerous than LVL-1 ARM warrior Kbots.
In a 1v1 on land, Warrior Kbots will beat the GIMP.
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Acidd_UK
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Re: Balanced Annihilation V6.21

Post by Acidd_UK »

Core T2 artillery is buggy and wont fire a lot of the time.

Triton leaves no wreckage.
[Krogoth86]
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Re: Balanced Annihilation V6.21

Post by [Krogoth86] »

Acidd_UK wrote:Triton leaves no wreckage.
Yeah - I already did tell that once a while ago. The Croc also doesn't leave one. Probably because they only leave a heap which gets blown away by the unit's explosion. The inconsistency is that the Poison Arrow leaves a normal corpse...
Saktoth
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Re: Balanced Annihilation V6.21

Post by Saktoth »

Hovercraft and amphibs dont leave corpses underwater because no sea corpses are blocking. All ship, sea structure etc corpses are passable, otherwise a corpse at the bottom of the ocean would block your movement on the surface.

Yet land corpses are not passable. Thus, a unit such as a hovercraft or amphib that must go on both land and sea only leaves a heap (passable) while on water, rather than the full, blocking corpse it leaves on land.
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Argh
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Re: Balanced Annihilation V6.21

Post by Argh »

That'd be like... a 5-minute fix, with Lua.
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1v0ry_k1ng
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Re: Balanced Annihilation V6.21

Post by 1v0ry_k1ng »

imma rebalancing xta sea atm. subs defo work better with 360 degree fireark- spring fails at units with fixed fire ark
[Krogoth86]
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Re: Balanced Annihilation V6.21

Post by [Krogoth86] »

Saktoth wrote:Hovercraft and amphibs dont leave corpses underwater because no sea corpses are blocking. All ship, sea structure etc corpses are passable, otherwise a corpse at the bottom of the ocean would block your movement on the surface.

Yet land corpses are not passable. Thus, a unit such as a hovercraft or amphib that must go on both land and sea only leaves a heap (passable) while on water, rather than the full, blocking corpse it leaves on land.
Well you're not correct about this...
In BA hovers do in fact leave corpses which then are passable. What I don't understand is that the Triton and Croc only leave heaps and no corpse (independent from the fact if it had to be passable or not) while the Poison Arrows leaves a blocking wreckage...
Argh wrote:That'd be like... a 5-minute fix, with Lua.
Would this be sort of a spawning of a feature completely LUA wise or would this a change on the corpse entry in the FBI done via LUA?
1v0ry_k1ng wrote:imma rebalancing xta sea atm. subs defo work better with 360 degree fireark- spring fails at units with fixed fire ark
imma rebalancing xta sea atm. subs defo work better with 360 degree fireark- spring fails at units with fixed fire ark
Well I'm currently doing that too for the upcoming MA sea expansion. I for now have assigned like nearly 180° fire arcs for most subs. I think such restrictions are ok although imo the heavy sub arc in BA really is a bit too tiny...
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MR.D
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Re: Balanced Annihilation V6.21

Post by MR.D »

Alot of units don't leave corpses though, but its usually a high damage overkill that causes it.

Mav doesn't leave a wreck regardless of how its killed.
Saktoth
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Re: Balanced Annihilation V6.21

Post by Saktoth »

The regular hovercraft corpse is passable actually, thats true, so i dont know why it leaves a heap when killed in the water.

But id assume the reason the hovercraft leaves a heap on the water is the same reason the amphibs leave a heap always.

The Maverick leaves a wreckage....

BTW, sub micro is one of my favourite things in the game, i just wish the interface were a little more intelligent. Subs are so expensive that you are only using a couple at a time anyway so its not hard to micro them. There are all kinds of tricks you can pull in sub vs sub, such as ramming it to get it to turn around (an enemy unit will politely move out of the way if rammed) and turn its fire arc away from you, though thats kinda a bug. With the slow, unaimed projectile its all about trying to get in his blindspot while keeping your firing arc facing him. Its a lot of fun, i wish more units had that kind of dynamic.
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Sleksa
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Re: Balanced Annihilation V6.21

Post by Sleksa »

yes.
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MR.D
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Re: Balanced Annihilation V6.21

Post by MR.D »

I'm really starting to dislike how the Leveler and Goliath kick them hell out of themselves during combat, there are a number of other mobile units that do it too like the Fatboy, but Leveler and Goliath are 2 that stick out the most.

If you can get anything in close to them or fast enough to trick their aiming so they fire at eachother, they will pretty much just kill themselves while trying to attack the enemy.

Also if you try to use either of these 2 units in groups larger than 1, they beat each other up so badly during close combat, its more dangerous to your own units than against any enemy, except Kbots lol.

Wondering if anything could be done to help reduce this?
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Neddie
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Re: Balanced Annihilation V6.21

Post by Neddie »

MR.D wrote:I'm really starting to dislike how the Leveler and Goliath kick them hell out of themselves during combat, there are a number of other mobile units that do it too like the Fatboy, but Leveler and Goliath are 2 that stick out the most.

If you can get anything in close to them or fast enough to trick their aiming so they fire at eachother, they will pretty much just kill themselves while trying to attack the enemy.

Also if you try to use either of these 2 units in groups larger than 1, they beat each other up so badly during close combat, its more dangerous to your own units than against any enemy, except Kbots lol.

Wondering if anything could be done to help reduce this?
They're anti-swarm. Don't use swarms of them.
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Sleksa
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Re: Balanced Annihilation V6.21

Post by Sleksa »

Wondering if anything could be done to help reduce this?
Micro. Also radars to spot out where the jeffies/fleas are coming to hug the levs
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