Re: Balanced Annihilation V6.81
Posted: 24 Jan 2009, 00:24
Updated top post!
Open Source Realtime Strategy Game Engine
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Arm Annihilator damage raised 5000->9000
I think most of the units that it will be firing on get killed in one shot either way, except mechs, which it just lost its unit-specific-damage-boost. So that makes up for it, I guess.bwansy wrote:Arm Annihilator damage raised 5000->9000
Beamtime from .3 to 1.5? and 9000 dmg!!?!?!?!?! What?- Arm Annihilator damage raised 5000->9000, Beamtime raised 0.3->1.5.
- Arm Annihilator hp raised 3000->5500.
But 1.5 seconds means a nice sweeping shot.Pxtl wrote:I think most of the units that it will be firing on get killed in one shot either way, except mechs, which it just lost its unit-specific-damage-boost. So that makes up for it, I guess.bwansy wrote:Arm Annihilator damage raised 5000->9000
I agree, the AA style repulsor shields were the best, before all the changes about charging up got made. That being said, I would appreciate seeing EMGs like on the Brawler and Peewee being removed from what the shield blocks. The shield should only block plasma guns.BeefofAges wrote:Can shields please be put back to how they used to be, where as long as you had enough energy they would deflect shots? This whole charging thing is kind of retarded. It forces you to stack up several shields, which wastes a lot of space. If you've got the energy, why should your shield have to stop and charge? It doesn't make any sense.
Um, I'm pretty sure that when you ran out of energy the shield just did nothing at all.Pxtl wrote:The problem with the original Keeper was that it was perfect. One shield could hold off endless berthas as long as you didn't mind e-stall, since a weak deflector still pushed the projectiles off-target enough that they'd miss their target.
This one, though weak, is more balanced.
Well t1 kbot aa really have no role at the moment, however as amphib players could use them as a cheap longer range AA ie tactically sending them out to islands and unreachable points then forgetting about them. The t2 AA is really intended for ground assaults due to their higher cost. Also t1 kbot aa can be built by combat engineers (less useful for core but for arm this is a plus).Saktoth wrote:Why were both t1/t2 AA bots made amph and added to the amph factory? Isnt one enough (considering the amph fac is pretty limited as is)?
Just wondering...
Forgive me but that's BS. T1 aa kbots have a very good role at the moment, that is , AA ! They're just the best if you have some annoying shit flying around, or if you want your com to be a little safe without spamming defuckingfenders. They're even quite good against T2 air.TheFatController wrote:1 shield can still deflect two LRPCs forever, and for 3 LRPCs it will only let in 1 in 3 shots once its been drained enough, at this point you should be wondering how you let the enemy make 3 LRPCs and why they're all firing at you
Well t1 kbot aa really have no role at the moment, however as amphib players could use them as a cheap longer range AA ie tactically sending them out to islands and unreachable points then forgetting about them. The t2 AA is really intended for ground assaults due to their higher cost. Also t1 kbot aa can be built by combat engineers (less useful for core but for arm this is a plus).Saktoth wrote:Why were both t1/t2 AA bots made amph and added to the amph factory? Isnt one enough (considering the amph fac is pretty limited as is)?
Just wondering...
I've played FFAs where everyone ends up with multiple LRPC and then it just becomes a race to see who can stack up more shields. It just wastes time and resources and creates ugly bases clogged full of shields. I don't see why shields shouldn't go back to how they used to be - there are still a million ways to disable them. For example, you can emp the shield itself, or bomb it, or emp your opponent's fusions, and so on. The fact that shields are vulnerable to what they're designed to stop is silly.TheFatController wrote:1 shield can still deflect two LRPCs forever, and for 3 LRPCs it will only let in 1 in 3 shots once its been drained enough, at this point you should be wondering how you let the enemy make 3 LRPCs and why they're all firing at you
Well t1 kbot aa really have no role at the moment, however as amphib players could use them as a cheap longer range AA ie tactically sending them out to islands and unreachable points then forgetting about them. The t2 AA is really intended for ground assaults due to their higher cost. Also t1 kbot aa can be built by combat engineers (less useful for core but for arm this is a plus).Saktoth wrote:Why were both t1/t2 AA bots made amph and added to the amph factory? Isnt one enough (considering the amph fac is pretty limited as is)?
Just wondering...
Maybe you should consider doing the same to his berthas, then.BeefofAges wrote:I don't see why shields shouldn't go back to how they used to be - there are still a million ways to disable them. For example, you can emp the shield itself, or bomb it, or emp your opponent's fusions, and so on. The fact that shields are vulnerable to what they're designed to stop is silly.