Balanced Annihilation V6.95 - Page 9

Balanced Annihilation V6.95

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Jazcash
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Joined: 08 Dec 2007, 17:39

Re: Balanced Annihilation V6.95

Post by Jazcash »

Nerf T2 Bombers plz. They are WAY too op.
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Caydr
Omnidouche
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Joined: 16 Oct 2004, 19:40

Re: Balanced Annihilation V6.95

Post by Caydr »

T2 bombers are too strong, eh... ha ha ha, the fool can't balance air... I have you now...
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1v0ry_k1ng
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Re: Balanced Annihilation V6.95

Post by 1v0ry_k1ng »

cringe
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Pxtl
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Re: Balanced Annihilation V6.95

Post by Pxtl »

1v0ry_k1ng wrote:cringe
This.

Just like old times.
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CCBlackmilk
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Re: Balanced Annihilation V6.95

Post by CCBlackmilk »

JAZCASH wrote:Nerf T2 Bombers plz. They are WAY too op.
I wouldn't consider them OP when Static AA can't handle a few of them :S

It makes the game interesting, and, when you have 100+ bombers, you know the game got too porcy.

Just maybe, MAYBE, nerf their hp. Which don't matter too much. Place screamers (Long Range AA) inside and outside your base for minimum damage from those pesky bombers.
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Caydr
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Re: Balanced Annihilation V6.95

Post by Caydr »

I propose we remove aircraft and buff hovers.
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JohannesH
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Re: Balanced Annihilation V6.95

Post by JohannesH »

1v0ry_k1ng wrote:any chance of that pw/ak e-cost/bt adjustment someday?

http://springrts.com/phpbb/viewtopic.php?f=44&t=19436
Really. If they are so shit why do they see use all the time?
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Gota
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Re: Balanced Annihilation V6.95

Post by Gota »

I have spoken to llama and Steve zissau and both agreed with the following changes to BA:

1)Jeffy 5% speed nerf.
The Jeffy seems much better than Weazel but for fear of making too big of a change a 5% change will be a good experiment and will definitely not make the Jeffy too weak.

2)Core raider 5% buff to hp.The core raider is worse than the stumpy at everything including it being slower to move slower to turn and costs more m much more e and much more build time.
A 5% buff will make it have about 250 more hp than the stumpy.
This might not be enough but its a good figure to test and will definitely not make the raider become over powered compared to the stumpy.

3)10% total cost reduction to the T1 plasma turrets.
Plasma turrets are rarely used especially in 1v1 games.
10% will reduce their cost slightly not making them over powered but give it a slightly higher percentage of usage.

4)10% reduction to all T2 lab costs.
T2 labs are almost never used in 1v1 games.
This small change will increase the amount of times t2 labs are effectively used in 1v1 games by a small amount while not making them noticeably more usable in team games.---->
a 10% total cost increase to t2 cons so that the total amount of resources needed to get to T2 economy is the same.

Everybody agrees that it is better to make small changes and test them for a while instead of making too big of a change just to make an over powered unit become under powered or the other way around.
el_matarife
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Re: Balanced Annihilation V6.95

Post by el_matarife »

Very few people use T1 plasma turrets period, since they cost 2/3rds as much as a T2 lab, while the T2 plasma turret is much better and only 500 metal more. I think they could use way more cost shaved off. Maybe take them down to ~1400 or ~1300 metal? That would make them a lot more cost effective compared to the T2 plasmas.
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Gota
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Re: Balanced Annihilation V6.95

Post by Gota »

Id agree with you that it might need a bigger reduction in price,however,both our assessments might be wrong so making it cost only 10% less is safer and takes into account our error in the assessment of the balance.
If this change will prove to be not enough it can always be changed even more at a later release.
This way we knowledge the chance we might not see all the consequences to such a change and also give ourselves more time to keep testing it.
If we decide on a big change we are at risk of disbalancing the unit/building as much as it was before or even more just to the other side(from oped to uped or other way around.
P.S
the T2 plasma turret is only available once you get a T2 lab,so if it will be build,it will happen at a much later stage of the game than the stage at which it is appropriate to build a t1 plasma turret.
el_matarife
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Re: Balanced Annihilation V6.95

Post by el_matarife »

Yeah, but you have to look at it as a choice between "I can get this T1 plasma turret and use it to blow up their defensive line, OR I can go T2 with a little more metal and buy a few mobile T2 arty which would blow the defensive line and move forward with my units" and once you're T2 you've got a ton more metal to play with thanks to mohos.
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Gota
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Re: Balanced Annihilation V6.95

Post by Gota »

Well 1k cost difference is quit a bit...
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JohannesH
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Re: Balanced Annihilation V6.95

Post by JohannesH »

Agree about jeffy/weasel and stumpy/raider, but I dont know if only making core stronger is a nice idea, those are main advantages of being arm that would lessen or disappear. While core still retains its old advantages.

And nerfing stumpy rather than buffing raider could be better, theyre so powerful compared to other t1 stuff.

Guardian should be cheaper yes. Also t1 arty...
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Wombat
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Re: Balanced Annihilation V6.95

Post by Wombat »

vote 2 for cheaper guardian and even bigger vote 2 for cheaper t2 :X
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1v0ry_k1ng
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Re: Balanced Annihilation V6.95

Post by 1v0ry_k1ng »

JohannesH wrote:
1v0ry_k1ng wrote:any chance of that pw/ak e-cost/bt adjustment someday?

http://springrts.com/phpbb/viewtopic.php?f=44&t=19436
Really. If they are so shit why do they see use all the time?
because BA is like 80% ignorant noobs, maybe
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Jazcash
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Re: Balanced Annihilation V6.95

Post by Jazcash »

Most people agree with nerfing T2 Bombers damage. Seriously, if you rush them, the enemy doesn't really have any chance unless they made shitloads of AA really far forward. Same with T2 torp bombers, it takes 3 torps to kill a Com...

If you disagree, you're a DSDPorcNoobRushShit2WinFag.
Regret
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Re: Balanced Annihilation V6.95

Post by Regret »

JAZCASH wrote:Most people agree with nerfing T2 Bombers damage. Seriously, if you rush them, the enemy doesn't really have any chance unless they made shitloads of AA really far forward. Same with T2 torp bombers, it takes 3 torps to kill a Com...

If you disagree, you're a DSDPorcNoobRushShit2WinFag.
Most people are newbies, like you.
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Jazcash
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Joined: 08 Dec 2007, 17:39

Re: Balanced Annihilation V6.95

Post by Jazcash »

Regret wrote:
JAZCASH wrote:Most people agree with nerfing T2 Bombers damage. Seriously, if you rush them, the enemy doesn't really have any chance unless they made shitloads of AA really far forward. Same with T2 torp bombers, it takes 3 torps to kill a Com...

If you disagree, you're a DSDPorcNoobRushShit2WinFag.
Most people are newbies, like you.
No u.
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JohannesH
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Re: Balanced Annihilation V6.95

Post by JohannesH »

1v0ry_k1ng wrote:
JohannesH wrote:
1v0ry_k1ng wrote:any chance of that pw/ak e-cost/bt adjustment someday?

http://springrts.com/phpbb/viewtopic.php?f=44&t=19436
Really. If they are so shit why do they see use all the time?
because BA is like 80% ignorant noobs, maybe
Maybe, but ak and pw are used by the 20% too.
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MR.D
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Re: Balanced Annihilation V6.95

Post by MR.D »

The way its setup, ground AA is pretty much completely useless against T2 bombers.

Only way to kill T2 bombers, is with T2 fighters, and nothing less.

2 T2 bombers can kill 1 fusion and turn any scrap to dust,a T2 lab and leave no metal scraps, both killed in the first strike flyover, and if you're lucky it leaves a scrap pile, cause you can forget about a complete corpse to reclaim.

And yes, Torp bombers are fkn brutal OP bastards, pretty much the Liche of the sea, just without the fancy effects.
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