Is this an accurate assessment of BA 1vs1s? - Page 2

Is this an accurate assessment of BA 1vs1s?

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Peace
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Joined: 16 Sep 2005, 07:20

Post by Peace »

Dragon45 wrote:.......................
Do you see where im going with this?
Yeah! OMG! The game is unbalanced!!!!!11111111111111
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Zpock
Posts: 1218
Joined: 16 Sep 2004, 23:20

Post by Zpock »

1) I think most people like it the way it is.

2) Why do you think everyone plays BA?

3) The few people who don't like it go play XTA or whatever...
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LOrDo
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Joined: 27 Feb 2006, 00:21

Post by LOrDo »

Zpock wrote:1) I think most people like it the way it is.
Haha. Wow. Go be stupid somewhere else please.
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Nixa
Posts: 350
Joined: 05 Oct 2006, 04:32

Post by Nixa »

I gotta be honest, I didn't even bother reading this thread...

It goes like this, T1 <---- if fail use nuke

if nuke fail <---- welcome to 2 hours of 5 fps gameplay which tbh, i'd rather quit and watch the simpsons movie <--- which is equally as fail
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Dragon45
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Joined: 16 Aug 2004, 04:36

Post by Dragon45 »

LOrDo wrote:
Zpock wrote:1) I think most people like it the way it is.
Haha. Wow. Go be stupid somewhere else please.

this quote is awesome
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hunterw
Posts: 1838
Joined: 14 May 2006, 12:22

Post by hunterw »

flop wrote: levelers warriors and janus are all great counters to flash spam that are availiable at level one
give me an equal cost amount of flashes and janus and i'll show you a whole lot of dead janus

levelers and warriors i agree with though
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Snipawolf
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Joined: 12 Dec 2005, 01:49

Post by Snipawolf »

Levelers were mah favorite vehicle.

You all know why, too...
pintle
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Joined: 19 Dec 2005, 16:01

Post by pintle »

How do mass storms/rockos deal? Do the have much aoe?
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hunterw
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Joined: 14 May 2006, 12:22

Post by hunterw »

pintle wrote:How do mass storms/rockos deal? Do the have much aoe?
they get chewed up and spit out when the flashes are close

works a lot better if the rockos are by a bunch of LLTs, as the flashes can't rush them then, but this is true for pretty much everything
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Sleksa
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Joined: 04 Feb 2006, 20:58

Post by Sleksa »

Dragon45 wrote:Not all units should be useful all the time in every game. There's a lot of special purpose things that only come up in maps, in some situations, etc. that's the way it should be. my idea of 'balance' is not 'all units have to be built every game', its 'all units have a usefulness at some point or another'.
if you want to win, you need to make solars and mexes and radars and llts too . . .

are radars op?


i agree certain units are rarely seen in action but that doesnt mean they arent needed, just like starcraft;

you dont need marines in a tvt game , but does that make them suck?

tanks are seen in almost every matchup; does that mean theyre op and should be nerfed to give room to other units ?

zerg mutas are seen in almost every game; does that mean theyre op and should be nerfed/dealt with to give room for other units to shine?

etc etc etc. . .

I DONT THINK SO TIM.
1) I think most people like it the way it is.
YUP.
3) The few people who don't like it go play XTA or whatever...
YUP!
Cue Cooper Hill. AK spam is the way to go now, along with commm advance which spams LLTs, some take hill, and then throw thuds and maybe air in. It doesn't deviate much.
Clearly, the game is unbalanced. Not all units are being used.
YES! WE MUST NERF THE AKS, COMM MUST BE NERFED TO STOP COMM ADVANCE AND LLTS TOO WHICH IT CAN SPAM, THUDS AND AIR SHOULD BE BUFFED SO WE SHOULD SEE THEM MORE AS SHOULD VEHICLES BECAUSE THEY ARENT MUCH SEEN

I AGREE!
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Sleksa
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Joined: 04 Feb 2006, 20:58

Post by Sleksa »

How do mass storms/rockos deal? Do the have much aoe?
its hard with purely storm/rocko, but if you get a few warriors to tank the storms and properly micro the storms/rockos , it should be ok.
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Lolsquad_Steven
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Joined: 27 Jun 2006, 17:55

Post by Lolsquad_Steven »

If you have good ping rockos are an epic counter to flash on small maps.
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Sleksa
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Post by Sleksa »

if your name is steven or day ~~
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Neddie
Community Lead
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Post by Neddie »

Hey, Dragon, what is the bread and butter of Imperfect?
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Forboding Angel
Evolution RTS Developer
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Joined: 17 Nov 2005, 02:43

Post by Forboding Angel »

This will help to balance out the flashes/gators in BA if you care to use it.

Essentially it makes it so that they fire continually, but it's DOT type of damage, much moreso than the current. It also makes it so that one lone flash or gator is much less of a threat than say ten at a time. But remember it's Damage over Time based. Believe me it solves a lot of problems. You might also need to adjust their speed some.

Code: Select all

[GATOR_LASER]
   {
   ID=85;
   name=Laser;
   rendertype=0;
   lineofsight=1;

   turret=1;

   range=315;
   reloadtime=0.1;//1
   weaponvelocity=800;
   areaofeffect=8;
   duration=.02;
   soundtrigger=1;

   soundstart=lasrlit3;
   soundhit=lasrhit2;

   firestarter=50;
   beamweapon=1;
   color=232;
   color2=234;

   explosiongenerator=custom:burn;
   [DAMAGE]
      {
      default=7;
      }
   }

[EMG]
   {
   ID=16;
   name=E.M.G.;
   rendertype=4;
   color=2; 
   lineofsight=1;

   turret=1;

   range=315;
   reloadtime=0.1;
   weapontimer=1;
   weaponvelocity=400;
   sprayangle=768;
   areaofeffect=8;

   soundstart=armsml2;
   soundhit=lasrhit1;
   soundtrigger=1;
   tolerance=6000;

   startsmoke=1;
   explosiongenerator=custom:burn;
   [DAMAGE]
      {
      default=7;
      }
   }

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NOiZE
Balanced Annihilation Developer
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Post by NOiZE »

they are balanced....
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flop
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Joined: 22 Nov 2006, 05:44

Post by flop »

NOiZE wrote:they are balanced....
+1
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Sleksa
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Joined: 04 Feb 2006, 20:58

Post by Sleksa »

Forboding Angel wrote:This will help to balance out the flashes/gators in BA if you care to use it.
why would we want to make 10 flashes more threatening and make single flashes minimal threaths
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Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Post by Forboding Angel »

NOiZE wrote:they are balanced....
hmm, arpearently you and I are not reading the same thread.

Sleska: to answer your question...

Would it make 10 flashes more threatening than 10 flashes currently are? No, it would not. What it does do is make it so that they are better when in large groups or *GASPED* in a mixed unit group. While being alone or in groups of 2 or 3 is relatively not as bad as current. It's all about damage over time, surface fire, and hit efficiency.

I could explain it in length, but why don't you test it out for yourself. It's much easier to understand that way.
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Sleksa
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Joined: 04 Feb 2006, 20:58

Post by Sleksa »

i dont want DoT:s in this mod personally ;(

@ flash are already balanced quite well . . .
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