Balanced Annihilation v4.7 !! - Page 12

Balanced Annihilation v4.7 !!

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Licho
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Post by Licho »

Well I like diversity, tbh core should have better fusions to add for worse geotherms and solars.

There are many interesting differences ..
For example core has much worse builders (lack of farks - freakers need 2x more build time per nano speed), so for core nano turrets make more sense than freakers for kbot factory assist.
el_matarife
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Post by el_matarife »

I've never understood why the cloaked fusion needs to be another building anyway. Why not make the Arm fusion able to cloak on just the regular one, and give Core some sort of either HP boost or maybe cost reduction to balance it? That's the way the advanced fusions are, with cloak being an optional addon and it seems to work fine. I hardly ever see people cloak plants anyway.
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Erom
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Post by Erom »

el_matarife wrote:I hardly ever see people cloak plants anyway.
Well, that's the point, right?

heh, I kid, I kid.
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Neddie
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Post by Neddie »

I cloak plants.
DemO
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Post by DemO »

If your fusions are exposed enough to be taken out pretty easy the likelyhood is you're probably losing the game already, and only making it worse by spending extra metal on a fusion that makes less energy to begin with THEN costs even more to cloak.

I suppose it is so people can't bomb them easily, but to be honest if people get far enough into your base with bombers to be able to kill fusions they're going to do a lot of damage regardless, so I dont really see the usefulness behind this building. Personally I never make them.

Perhaps make them have a 0 or small energy cost to cloak so they dont completely waste your economy where you could make a regular fusion and come out with plenty extra metal/energy. Or give them a small explosion damage - almost like a prude geo but for fusions - to encourage them where a regular fusion explosion would take out a lot of stuff around it (i.e. if you need a fusion fast and build it within nano range - thus it will probably be built really close to a lot of other other stuff (labs come to mind))

I also really like the idea supcom has with energy structures making labs and structures more efficient when they are built around them - it would add a new dynamic to economy management and placement of energy structures in the game, and in terms of targets for raiding, but this is all for another topic if anyone wants to discuss the finer points of something like that.
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TradeMark
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Post by TradeMark »

Could you put that fake fusion metal cost lower, like -100M ? nobody never builds them, because they are just waste of metal :d
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MR.D
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Post by MR.D »

Its not a waste of metal if they're used right.

I actually get alot of enjoyment building them with regular fusions, and watching them get bombed instead of my real fusions.

Its also a great thing to trick the enemy while using cloaked fusions.

Make cloaked fusions, then make fake fusion/storages = win.

I only wish Cloaked fusions didn't cost so much to keep hidden.
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LordMatt
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Post by LordMatt »

If you want cloaked fusions to be useful, regular fusions shouldn't have so much health. Also things that should be done in BA:
1) Fix the com dgun script (rip it off of XTA if necessary), but its pretty rediculous when you watch a demo of Andy and he's missing a lot of flashes with the dgun.
2) Make BBs useful units again, like they were in OTA (they shouldn't be so inaccurate).
3) Make DT properly block LOS weapons from small low to the ground units (e.g. flash, peewee, rocko), but vulnerable to crushing by heavy units.
4) I found jeffs to be a little over nerfed. Even with excellent micro it was really difficult to kill a con veh.
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Neddie
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Post by Neddie »

I would agree with all of that except for the Big Berthas, as we have Targeting Facilities with global (If I recall...) effects on accuracy.
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Day
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Post by Day »

i have no problem with the dgun? show me whats wrong with it

I dont see whats wrong with BBs? all you need to do is use lots and lots of scouts for regular LoS or build that targeting facility and theyl hit quite alot

the reason DT dont block some units fire is if you build them to surround say a HLT, they units aim up high so they fire over..

and i dont think scouts are TO nerfed, they always had problems klling convehs ^^ they have a ton of health
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ginekolog
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Post by ginekolog »

about BB, YES, they are fine (cheap but inacurate) but Taregeting Facility ONLY increases radar blob's accurity irrc. So it is the most useless building as one peeper + manual attack order does much better job. Am i wrong here?

I had some awsome games yesterdy with BA, i could actually beat randys flash spam (5 factorys 80+M) with 80% leveler and 20% rapier+banisher. So leveler actually works, good thing rly.

Close game:
http://home.amis.net/radtest/temp/flash ... eveler.sdf

out
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Licho
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Post by Licho »

neddiedrow wrote:I cloak plants.
Yeah I cloak too, if I have large area I cloak even moho mexes, because I usually rely on fighters for air defense (and it takes time for them to engage attackers), so I only have stationary air defenses around critical objects (factories) and I cloak rest if in danger of air attack.
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TradeMark
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Post by TradeMark »

Day wrote:I dont see whats wrong with BBs? all you need to do is use lots and lots of scouts for regular LoS or build that targeting facility and theyl hit quite alot
You need like 8 targeting facilities till you see perfectly them on radar.
It should increase the accuracy more per targeting facility, maybe twice more.
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LordMatt
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Post by LordMatt »

Day wrote:i have no problem with the dgun? show me whats wrong with it

I dont see whats wrong with BBs? all you need to do is use lots and lots of scouts for regular LoS or build that targeting facility and theyl hit quite alot

the reason DT dont block some units fire is if you build them to surround say a HLT, they units aim up high so they fire over..

and i dont think scouts are TO nerfed, they always had problems klling convehs ^^ they have a ton of health
Well, maybe it was just complaining, but the com does turn faster in OTA than he does here. That allows him to dgun widely separated targets more easily.

About BB:
With no radar, no LOS (just targeting a mark) the first shot hit, the next two were pretty near, but after that they were all over the place. Another shot didn't come close in the next 30. With radar it improved a bit, but adding a targeting facility made no difference in accuracy. Then I gave the BB LOS with 450 peepers. TWICE, the enemy com's laser killed all 450 of the peepers, and he didn't die. The com was just stationary, and I had LOS the whole time. In OTA, a new bb hit pretty near the target about once out of every 7 shots, and this improved with veteran status (and a targeting facility, if you bothered to make one). Also in OTA, you did see BBs in competative games (often in 2v2s on Gods of War, 1v1 on Gasplant Plain for example). Maybe a start would be to set the accuracy to the OTA value of 500 (600) and reduce the HP to the OTA value so that the bertha is more vulnerable to bombers 1800 (4200). I have a feeling that Spring handles the accuracy value a little differently, however, so maybe a further reduction would be needed to make the unit effective. There's no way it makes sense to spend 4000 metal on a unit that can't hit the broad side of the barn, at least one out of 7 times. :shock:

I know that's why DT don't work properly, I was just suggesting you try fixing that. :P

Jeffs had 185 hp since version 1.46 at least (now its 80). That's too high, but what about 115hp so they don't get reclaimed quite so quick?
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Peekaboom
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Post by Peekaboom »

A punchlist for BA:

1) Fix bertha's / intimidators - I agree with comments about buffing accuracy and reducing health, substantially for both.

2) Give the CORE cruiser (executioner) its cannon back, rather than the laser main gun.

3) Give cruisers a range buff. Reduce range of battleship. IMO, the battleshield should be the front line unit (with its enormous health and high ROF) with the cruisers in support or performing the long range shelling.

4) Reduce effectivness of ground/sea based anti-air so players must rely on their own air power.

5) Rebalance gunships at level 2. Bralwer - Rapier need to be more similar in performance (rapiers seem a lot better right now).

6) Any chase of the level 3 experimental lab being built by kbots or vehivles?
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NOiZE
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Post by NOiZE »

If someone wants to make some cool loadscreens, they will likely make it into the mod.
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Machiosabre
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Post by Machiosabre »

what size and format? :-)
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Neddie
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Post by Neddie »

TradeMark wrote: You need like 8 targeting facilities till you see perfectly them on radar.
It should increase the accuracy more per targeting facility, maybe twice more.
I cannot find the raw data, but I am quite sure that you are utilizing hyperbole in that statement. Just one has a marked difference in play, and has allowed me the edge in a number of games earlier in my Spring career.

As for reducing the health of a Big Bertha, I can kill them with eight L1 bombers, or even some Banshees... I don't think there is an issue there, but it really wouldn't make much of a difference either way except in Bertha battles...

Caydr organized AA where T3 Experimental was built by K-bots, T2.5 Seaplanes were built by Planes and Adv. Fusion were built by Vehicles... has this changed thus far in BA?

We need a poll on the Anti-Air issue... two opinions seem to conflict constantly. Some people think they shouldn't be forced to go Air to counter Air, others believe that multiple factories are perfectly fine and add a lot to the game...
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NOiZE
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Post by NOiZE »

Machiosabre wrote:what size and format? :-)
1024*768 in jpg
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Hoinkie
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Post by Hoinkie »

Yeah lets nerf everything core. Its not like they have any advantages anyway.
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