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Re: Balanced Annihilation V7.04

Posted: 03 Dec 2009, 19:31
by caldera
so we arent playing BA anymore but hundreds of different BA mods...I think that could get really confusing. Before every game you had to check the specific metal settings for each unit. I would be really annoyed...

Re: Balanced Annihilation V7.04

Posted: 03 Dec 2009, 19:37
by Regret
caldera wrote:so we arent playing BA anymore but hundreds of different BA mods...I think that could get really confusing. Before every game you had to check the specific metal settings for each unit. I would be really annoyed...
Should be trivial to make it a modoption called "debug mode".

Re: Balanced Annihilation V7.04

Posted: 03 Dec 2009, 20:14
by JohannesH
I'd like to hear what kind of bad gameplay changes you're afraid of with some slight t2 change TFC.

And with such debug mode I doubt much meaningful testing would get done... And constantly playing serious games in a altered mode would be ridiculous.

Re: Balanced Annihilation V7.04

Posted: 03 Dec 2009, 20:24
by Regret
JohannesH wrote:some slight t2 change
I'm not sure you're on the same boat.

Re: Balanced Annihilation V7.04

Posted: 03 Dec 2009, 20:30
by Pxtl
JohannesH wrote:I'd like to hear what kind of bad gameplay changes you're afraid of with some slight t2 change TFC.

And with such debug mode I doubt much meaningful testing would get done... And constantly playing serious games in a altered mode would be ridiculous.
A slight change to plasma-bots (one I supported at the time) made rockos useless.

And you're not talking about a slight change.

You may very well make a good game by dropping T2 costs... but it will require a lot of re-balancing throughout the unit-set, not simply changing a few prices here and there.

Ultimately, the end result would play very different from BA as it is right now. That might be a good thing, but it really wouldn't be BA anymore. That's why the policy is "if you want big changes, fork it".

Re: Balanced Annihilation V7.04

Posted: 03 Dec 2009, 21:43
by JohannesH
Its a slight change compared to this for example. Depending on what kind of change exactly would be done of course. Or then address the problems of this huge, gamechanging buff if t2 lab costed some metal less, or had few times more buildpower, or something else. Its pretty easy to make a buff in such way that it doesnt help tech rushing. TFC, Regret, or whoever is in charge of BA balance changes these days...
Pxtl wrote:A slight change to plasma-bots (one I supported at the time) made rockos useless.
Shows how much you know, rockos still fared against hammers (more range & speed) it was everything else that they killed.

And yes some stuff would need changing probably, but thats because nobody can see the imbalances in t2 play currently since most every game including t2 besides liches has huge random factor of noobs playing.

Re: Balanced Annihilation V7.04

Posted: 03 Dec 2009, 22:24
by hoijui
the gadget would have to signal visually that non-defaul values are used, and then a widget could show the changed stuff. also, for the majority of games, the defautl values would be used, except someone implements a special thing, like a dynamic economy model as described, which also would (have to) show changes in a way it is obvious to the users.

Re: Balanced Annihilation V7.04

Posted: 03 Dec 2009, 23:06
by Gota
Johan raising the build power of t2 labs might be a good idea but making labs be strong suppliers of Build power makes the game less flexible.
Instead of being able to divert build power to different places as you see fit you will be stuck with a lab that will use tons of build power than you cannot redirect.
The more build power labs generate the less flexibility you have.

Re: Balanced Annihilation V7.04

Posted: 04 Dec 2009, 09:33
by Wombat
Pxtl - this was not slight change same as decreasing t2 lab cost.

I still think that decreasing moho's extractors cost is better idea, main problem with t2 is upgrading first few mex, e stall caused by that + problem is even bigger when u need to make units at the same time (1v1,2v2 etc)

Re: Balanced Annihilation V7.04

Posted: 04 Dec 2009, 18:48
by JohannesH
Wombat wrote:Pxtl - this was not slight change same as decreasing t2 lab cost.

I still think that decreasing moho's extractors cost is better idea, main problem with t2 is upgrading first few mex, e stall caused by that + problem is even bigger when u need to make units at the same time (1v1,2v2 etc)
Nah. Building mohomexes makes for a smaller e drain than building of most t1 units. They do take a good amount of m to make though, takes around 2 minutes for it to pay back for the m spent to build it.

Re: Balanced Annihilation V7.04

Posted: 04 Dec 2009, 19:03
by metalaxe
i like chocolate biscuits <3

ps/ LOOOL

Re: Balanced Annihilation V7.04

Posted: 04 Dec 2009, 20:06
by Regret
metalaxe wrote:i like chocolate biscuits <3

ps/ LOOOL
I'll recommend you to make the next balance batch for BA.

Re: Balanced Annihilation V7.04

Posted: 04 Dec 2009, 20:36
by metalaxe
Regret wrote:
metalaxe wrote:i like chocolate biscuits <3

ps/ LOOOL
I'll recommend you to make the next balance batch for BA.
why do you like chocolate biscuits too? <3

Re: Balanced Annihilation V7.04

Posted: 04 Dec 2009, 20:37
by Spawn_Retard
metalaxe wrote:
Regret wrote:
metalaxe wrote:i like chocolate biscuits <3

ps/ LOOOL
I'll recommend you to make the next balance batch for BA.
why do you like chocolate biscuits too? <3
i like chocolate biscuits <3

Re: Balanced Annihilation V7.04

Posted: 04 Dec 2009, 20:37
by triton
where are moderators?

Re: Balanced Annihilation V7.04

Posted: 05 Dec 2009, 12:23
by Wombat
lets just stop playing BA and support Pro Annihilation

Re: Balanced Annihilation V7.04

Posted: 07 Dec 2009, 16:37
by Wombat
bugzor - flak doesnt shoot enemy trans when it naps allie unit

Re: Balanced Annihilation V7.04

Posted: 07 Dec 2009, 16:51
by 1v0ry_k1ng
the flash icon is tiny, smaller than the scout icon, which is pretty unintuitive. Probably a result of the flash having such a small hitsphere

Re: Balanced Annihilation V7.04

Posted: 10 Dec 2009, 17:38
by bartvbl
I found this a bit strange:
pyro heaps can be reserructed :S
Isnt reserruction only supposed to be possible with wreckages?
(see screen)

Re: Balanced Annihilation V7.04

Posted: 10 Dec 2009, 20:18
by TradeMark
you are right ,there is a bug