Balanced Annihilation V6.31 - Page 12

Balanced Annihilation V6.31

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BaNa
Posts: 1562
Joined: 09 Sep 2007, 21:05

Re: Balanced Annihilation V6.31

Post by BaNa »

I... uh. I know this may well be ridiculed, but I'd like to throw this one out there: I feel Core amphibs are much better than Arm amphibs.

Core has the Gimp, which is unparalleled in Arm. (pelican? don't make me laugh)

The Core amphibious tanks also seem better than the Arm amphibs. Even if we don't care for the fact that there are 2 "heavy" tanks (keeping with the reaper/golly vs bulldog tradition), the croc is much more useful ingame than the triton. The added speed and lower reloadtime count for a lot more than the bit higher range of the triton and the extra health. And if one needs health and range, the poison arrow is there. Both core vechs have higher dps than the triton, again throwing the reaper/bulldog thing, cause there the bulldog has quite adequate dps.

Also, with land units, it is kind of understandable that core has 2 heavy tanks vs arms 1, because arm gets some extra things like the gremlin and the panther. That is not the case with the amphibs.

There. I feel better now.
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Evil4Zerggin
Posts: 557
Joined: 16 May 2007, 06:34

Re: Balanced Annihilation V6.31

Post by Evil4Zerggin »

I don't agree on the vehicle amphs. The Triton has much more health--more than 40% more, and although its DPS is slightly lower, it has 50% more splash radius, which is nothing to scoff at.

Sure, unit for unit the Poison Arrow has more hit points and DPS... but it also costs MORE THAN TWICE AS MUCH. In fact, the cost difference between a Triton and a Croc is not much.
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ginekolog
Posts: 837
Joined: 27 Feb 2006, 13:49

Re: Balanced Annihilation V6.31

Post by ginekolog »

What I really miss is some kind of Anti air for amphibs. As it is, i allways preffer hovers as they have some AA. Core amhibs have 0 as do arms .

Imo it would be nice if new unit would be added or changed existing ones with some aa.
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Pxtl
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Joined: 23 Oct 2004, 01:43

Re: Balanced Annihilation V6.31

Post by Pxtl »

Lolsquad_Steven wrote:Why don't you learn how to use gator?
Yes, because this feature is plainly apparent from looking at the Gator's weapon, or its in-game blurb, or any other documentation.

BA could have a hidden cheat-code that causes the enemy commander to spontaneously combust and you'd still have people defending such undocumented gameplay features.

edit: yes, the amphibs in BA need some closer examination, but there are very few amphib-oriented maps (that is, non-naval maps with non-fordable water barriers and kbot slopes). No surprise that amphibs never get any loving. On naval maps, the abundance of torpedos and sonar shred them.
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LordMatt
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Re: Balanced Annihilation V6.31

Post by LordMatt »

ginekolog wrote:What I really miss is some kind of Anti air for amphibs. As it is, i allways preffer hovers as they have some AA. Core amhibs have 0 as do arms .

Imo it would be nice if new unit would be added or changed existing ones with some aa.
Did the pelican lose its AA missile?
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Pxtl
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Joined: 23 Oct 2004, 01:43

Re: Balanced Annihilation V6.31

Post by Pxtl »

LordMatt wrote: Did the pelican lose its AA missile?
The pelican doesn't really fit perfectly in the same amphib family as the submersible amphibious assault vehicles - it's not in the main amphib trees (vehicles or amphib-complex) and it goes over the surface of the water. It's more like a hover with slightly different capabilities and lab. Besides, it's Arm-only.

I still say that the L1 SAM kbots could be made amphibious without breaking anything - hardly anyone nobody uses the damned things anyways. While it'd be annoying that they're in the kbot tree, l1 plants are cheap and they could be added to the amphib complex to make them easier to get anyways.
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Evil4Zerggin
Posts: 557
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Re: Balanced Annihilation V6.31

Post by Evil4Zerggin »

Speaking of amphs, I've corrected a bug in the COB script that makes amphibious units move at full speed underwater; not sure if you are using it ATM. In the next version of Spring you'll be able to just use depthMod = X in the movetype (set to 0 for no slowdown).
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MR.D
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Joined: 06 Aug 2005, 13:15

Re: Balanced Annihilation V6.31

Post by MR.D »

Triton has always sucked, dunno why exactly but they get chewed up fast.

I've learned just to not bother using them, and if I play a amphibious map, I play CORE just so I can use the Crocs.

Crocs seem to handle combat alot better than the Triton, mostly because of their small size, speed and maneuverability, crocs are pretty awesome tanks for the costs.

I always thought that something as simple as a faster turret turn rate on the Triton could do alot for the unit.

Usually the Triton is fighting so hard to keep a lock on a target during turns and maneuvers that it ends up missing alot of opportunity shots.

Poison Arrow is also easy to beat in this regard, even with its massive splash damage weapon, if you can flank it with fast units you can kill it pretty quick with even light tanks just by keeping its turret busy aiming.
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Hoi
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Re: Balanced Annihilation V6.31

Post by Hoi »

the idea of the poison arrow is that you add a few to a bunch of crocs so that if you need to deal with heavy stuff/ swarms the poison arrow helps you.
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Pxtl
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Re: Balanced Annihilation V6.31

Post by Pxtl »

Hoi wrote:the idea of the poison arrow is that you add a few to a bunch of crocs so that if you need to deal with heavy stuff/ swarms the poison arrow helps you.
I know this is a pointless comment since BA doesn't do these kinds of changes, but I always thought the Poison Arrow would be cooler as some kind of artillery unit instead of a bigger version of the Croc. Something like a mobile anti-naval cannon (work like a low-trajectory Guardian, complete with anti-naval bonus). After all, of the 4 combat-enabled amphibious/underwater Core units, 3 of them are assault units (Garpike, Croc, Poison Arrow).
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Hoi
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Re: Balanced Annihilation V6.31

Post by Hoi »

that would be bad, just adding an amfib arty would be better, just like the reaper, golly and pilager
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TheFatController
Balanced Annihilation Developer
Posts: 1177
Joined: 10 Dec 2006, 18:46

Re: Balanced Annihilation V6.31

Post by TheFatController »

In BA Chicken Defense I've had to overwrite the Core Goliath with a version with:

onlytargetcategory1=NOTAIR;

as currently it attempts to shoot at aircraft with its main gun causing big damage to allied units when it misses.

It would be cool if this could be fixed in the next BA revision.
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Lolsquad_Steven
Posts: 488
Joined: 27 Jun 2006, 17:55

Re: Balanced Annihilation V6.31

Post by Lolsquad_Steven »

Pxtl wrote:
Lolsquad_Steven wrote:Why don't you learn how to use gator?
Yes, because this feature is plainly apparent from looking at the Gator's weapon, or its in-game blurb, or any other documentation.

BA could have a hidden cheat-code that causes the enemy commander to spontaneously combust and you'd still have people defending such undocumented gameplay features.
Well if you buff units so noobs can have a better time with them it'll imbalance normal games.
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Pxtl
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Re: Balanced Annihilation V6.31

Post by Pxtl »

Lolsquad_Steven wrote:
Pxtl wrote:
Well if you buff units so noobs can have a better time with them it'll imbalance normal games.
Where did I say "buff" - I said either document and otherwise make it visible to the user, or remove it and rebalance the gator. I did not say "OMG Gheytorr suckss kawk!" I said that the Gator has an undocumented and non-obvious gameplay feature that users need to know about to properly use the unit. This feature should either be removed (and damages adjusted to compensate) or it should be more clearly documented.

This forum is NOT documentation.

At the very least, would it be possible to make the beam's graphical effect fade with range?
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Sleksa
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Re: Balanced Annihilation V6.31

Post by Sleksa »

Pxtl wrote:
At the very least, would it be possible to make the beam's graphical effect fade with range?
write the code
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KDR_11k
Game Developer
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Joined: 25 Jun 2006, 08:44

Re: Balanced Annihilation V6.31

Post by KDR_11k »

Pxtl wrote:At the very least, would it be possible to make the beam's graphical effect fade with range?
It already does. The fadeout isn't always very visible since the beam gets cut short most of the time, of course.
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NOiZE
Balanced Annihilation Developer
Posts: 3984
Joined: 28 Apr 2005, 19:29

Re: Balanced Annihilation V6.31

Post by NOiZE »

Pxtl wrote:
Lolsquad_Steven wrote:
Pxtl wrote:
Well if you buff units so noobs can have a better time with them it'll imbalance normal games.
Where did I say "buff" - I said either document and otherwise make it visible to the user, or remove it and rebalance the gator. I did not say "OMG Gheytorr suckss kawk!" I said that the Gator has an undocumented and non-obvious gameplay feature that users need to know about to properly use the unit. This feature should either be removed (and damages adjusted to compensate) or it should be more clearly documented.

This forum is NOT documentation.

At the very least, would it be possible to make the beam's graphical effect fade with range?
its already documented how to use it! Just read the ranges in the tooltip. Gator range > Flash Range, add a few braincells and you know what to do =)
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Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Re: Balanced Annihilation V6.31

Post by Forboding Angel »

Noize... The gators damage drops from 247 at adjacent to 35 at absolute max range.

Since this is a "Feature" It should be documented as such.

Perhaps you should read page 9 and 10. Lots of useful data there.
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Pxtl
Posts: 6112
Joined: 23 Oct 2004, 01:43

Re: Balanced Annihilation V6.31

Post by Pxtl »

Speaking of undocumented gameplay, is the flanking bonus still in effect?
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NOiZE
Balanced Annihilation Developer
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Re: Balanced Annihilation V6.31

Post by NOiZE »

yes
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