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Re: Balanced Annihilation V6.31
Posted: 25 Jul 2008, 15:24
by [Krogoth86]
@dzzirrus:
You really should give Maximum Annihilation a try because it features pretty much all you ask for here and the next update probably will feature the rest like floating nanos and a Tac-Nuke Sub...
I also think that SA discussion should be continued in the SA thread and not here. When it comes to BA I think we all know it has some flaws but it's still a very fun to play (imo)...
Re: Balanced Annihilation V6.31
Posted: 25 Jul 2008, 15:51
by Gota
dzzirrus wrote:Gota wrote:Also,the peopel that balance ba hardly ever play whether its team games or 1v1s and when they do they also do not use all the under powered units..cause they are underpowered.
Speaking about SA:
1. Dragon claws are badly overpowered in SA. They are almost 2 times cheaper, got same firepower, arent seen on radar and are built faster...
and thats for 170 metal? Its a balance flaw.
2. t1 cruisers are shit. Yes, you can hate them etc. But y making them so crappy? THey almost dealing no damage to subs.
So if in BA im using all t1 ships except transport, in SA i SHOULD use corvettes with subs or only subs - otherwise it is fail.
3. subs are OP. Not that much as dragon claws, but anyway.
4. Dunno what for, but hovers was nerfed... Basic keep telling that hovers are OP in BA, but lets look:
- stumpy.
http://modinfo.adune.nl/index.php?act=e ... &MOD=ba631
- anaconda:
http://modinfo.adune.nl/index.php?act=e ... &MOD=ba631
As we can see stumpy got lower price, higher DPS, range and more health! I still cant get y hovers are supposed to be that strong in BA?
If you dont like unit it doesnt mean it should be immediately nerfed.
Same could be said about situation when you like unit (im about dragon claws :) you nerfed cores by this boost btw).
ok...I guess we gonna go through the basics than.
#1)Dragon claw was buffed since in ba its unusable and its not the only buffed defensive tower.
Defences are tougher so that it would be possible in competetive games to reahc a point at which it is actually possible to build a 3k-4k t2 lab and not lose unlike in ba.
#2)Subs are tougher in the sea because they shoot only sea targets and have only one type of weapon.The yalso shoot at a limited angle and turn real slow so flanking them or just sucesfully rushing them would rsult in them becoming useless.
A detroyer shoots 2 types of weapons,a wepon to hit land targets and a weapon to hit underwater targets thus it is less effective at both thing per unit of cost than units that shoot only 1 weapon.
#3)Hovers are oped not cause anaconda is more cost effective than Stumpy but cause Hovers are cost effective enough that together with the ability to move on land and sea and build sea and land structues that they are a better choice than sea units.
If you do not understand this than know that logicly hovers should be les cost effective than all ships and land units relativly..since they can move both on land and sea.
#4)SA isnt balanced so much by personnal preferance,as ba is,its has a much more logic structure than ba does,unfortunatly.Sure it has a some personal preferances but they are not about indivdual unit but about gameplay flow.
Re: Balanced Annihilation V6.31
Posted: 25 Jul 2008, 15:53
by Gota
[Krogoth86] wrote:@dzzirrus:
You really should give Maximum Annihilation a try because it features pretty much all you ask for here and the next update probably will feature the rest like floating nanos and a Tac-Nuke Sub...
I also think that SA discussion should be continued in the SA thread and not here. When it comes to BA I think we all know it has some flaws but it's still a very fun to play (imo)...
I only brough SA an an example of a better balanced mod and im trying to say that Ba can take some stuff drom there while preserving its own gameplay and become better and maybe less amateur as a mod.
Re: Balanced Annihilation V6.31
Posted: 25 Jul 2008, 17:25
by NOiZE
lets discus SA stuff in the SA thread mkay =)
Re: Balanced Annihilation V6.31
Posted: 26 Jul 2008, 03:08
by Lolsquad_Steven
I built the buzzsaw because i like giant miniguns, it almost cost us the game. And SA is a skid mark on the underpants of taspring.
Re: Balanced Annihilation V6.31
Posted: 26 Jul 2008, 06:40
by LordMatt
lol
Balanced Annihilation is Balanced.
Re: Balanced Annihilation V6.31
Posted: 27 Jul 2008, 00:28
by dzzirrus
LordMatt wrote:lol
Balanced Annihilation is Balanced.
Yes, it is, but some units are shit. What is the reason not to buff em up?
Re: Balanced Annihilation V6.31
Posted: 27 Jul 2008, 02:03
by Gota
dzzirrus wrote:LordMatt wrote:lol
Balanced Annihilation is Balanced.
Yes, it is, but some units are shit. What is the reason not to buff em up?
If a mod is balanced it means there are no "shit" units or uber units.
Re: Balanced Annihilation V6.31
Posted: 27 Jul 2008, 11:02
by REVENGE
Gota wrote:Give me a fucking brake.
There, now could you please gtfo?
Speaking of balance, I will now make my own *Annihilation mod.
Re: Balanced Annihilation V6.31
Posted: 27 Jul 2008, 12:31
by Hoi
a new mystery about ba and sa
http://www.darkstars.co.uk/downloads/vi ... /BA632.sd7
Is supreme annihilation renamed to Basic Annihilation 6.32 so you have no idea what youre downloading and playing anymore?!
and will REVENGE'S new annihilation mod, Rave Annihilation be a sucksess? you will find out, in one of the coming posts.......
Re: Balanced Annihilation V6.31
Posted: 27 Jul 2008, 17:32
by LordMatt
That would be massive fail if it were true.
Re: Balanced Annihilation V6.31
Posted: 27 Jul 2008, 22:08
by REVENGE
Rave Annihilation: Where PeeWees and AKs compete with glowsticks in their...turrets! to decide who is super America's dance trance champion of Annihilation! But PeeWees will always lose because AKs will constantly shine laser pointers into their cockpits.
Re: Balanced Annihilation V6.31
Posted: 27 Jul 2008, 22:11
by Hoi
lulz you even know what it means
tip: aks have 2 barrels that can fit into the peewee's guns
Re: Balanced Annihilation V6.31
Posted: 29 Jul 2008, 03:29
by The_Doctor
Is the game only for medium settings? I choose high, and very high, but it does back to medium.
Oh, btw, Spring is awesome, and the interface is awesome, fast, and easy. Much like Gamespy, but better.
Re: Balanced Annihilation V6.31
Posted: 29 Jul 2008, 15:46
by Pxtl
I think it's just a general design feature left over from Caydr's big speed-buff of AA - all the artillery units that used to be useful for fire support (Morties, Lugers, and L1 arty) are less useful, so most of the arty that is seen in-game is the statics (anti-naval and longer ranged than all mobiles) and the vlaunch (which are primarily used for defense-cracking). The L1 arty is only ever built to crack HLTs, which are a pretty rare sight anyways. It's not a flaw, it's just a difference in emphasis - BA does not use much in the way of mobile fire-support except when cracking defenses, where vlaunch platforms are generally the right tool for the job because they can hit the often high-elevation defenses.
Re: Balanced Annihilation V6.31
Posted: 29 Jul 2008, 16:17
by Gota
team games are not the standart for testing a balance.
Re: Balanced Annihilation V6.31
Posted: 29 Jul 2008, 16:19
by Gota
Merls and diplomats are just not worth it .there are uch more worth while things u can build in ba instead of them.
There dont deal enough dmg and operate slowly in general relative to unit speeds.
Re: Balanced Annihilation V6.31
Posted: 29 Jul 2008, 16:20
by [Krogoth86]
@Pxtl:
Well I don't think the artillery is that much of a waste. Well for the T1 artillery there is this strange and imo a bit stupid design decision of having those allround Samsons / Slashers. They don't just outrange every defense except for HLTs (and long range stuff of course) but they also have a sight range big enough so that they don't have to target radar blobs (what makes them even pretty competitive vs HLTs) just as the ability to target mobile units (air and ground) because of the fast guided rockets. That makes the anti-static-ground-only dedicated artillery a bit superfluous and imo is probably the most eminent reason why K-Bots especially at T1 are a not so good choice in BA (no dedicated artillery at all plus their AA-unit just being AA-only for no real reason when looking at Samson & Slasher)...
For the rest - well I don't think Lugers are a total waste. They provide some good firepower for the price and imo are good to crack the enemie's defenses after the change to T2...
In contrast to what you said I also don't think the Vlaunch tanks for example are really good in BA. They are slow like hell and have about the same dps as the Luger / Pillager (although the Core version is a bit inferior for no reason imo) which only cost like a third each and the vlaunch range isn't really THAT much higher to make a big difference. Being able to shoot over hills of course is nice but in most cases you can't really benefit from that...
Re: Balanced Annihilation V6.31
Posted: 29 Jul 2008, 16:54
by Pxtl
[Krogoth86] wrote:
In contrast to what you said I also don't think the Vlaunch tanks for example are really good in BA. They are slow like hell and have about the same dps as the Luger / Pillager (although the Core version is a bit inferior for no reason imo) which only cost like a third each and the vlaunch range isn't really THAT much higher to make a big difference. Being able to shoot over hills of course is nice but in most cases you can't really benefit from that...
I personally find that every time I bring out the lugers, I'm just shy of the range I need to engage my target. Then you have to build a Diplomat and wait for it to make it to firing position anyways. Better to just do the dippy from the start.
On the other hand, anybody else find that the hover vlaunch range is frustratingly short? I don't know what happened, since the range is supposed to be more, but when I tried to take out some shoreline HLTs on Small Supreme, they couldn't outrange them. I though vlaunches and lasers weren't affected by elevation differences. Any idea what gives?
Re: Balanced Annihilation V6.31
Posted: 29 Jul 2008, 17:18
by Evil4Zerggin
Beamlasers have an engine-hardcoded 30% overshoot >_>. So HLTs can reach 806 range via FPS/radar targeting/missing, although they will only target at 620.