Page 15 of 64

Posted: 05 Dec 2006, 11:14
by det
Cool loadscreen idea: A field of weasel corpses lay to waste, with a few DTed LLTs in the distance :)

Posted: 05 Dec 2006, 13:25
by Maelstrom

Posted: 05 Dec 2006, 17:24
by imbaczek
Bug report: torpedoes have reloadtime=1,9 instead of 1.9.

Posted: 05 Dec 2006, 17:26
by NOiZE
imbaczek wrote:Bug report: torpedoes have reloadtime=1,9 instead of 1.9.
Thanks fixed in next version.

Posted: 05 Dec 2006, 17:32
by LordMatt
jellyman wrote: Or maybe peepers aren't meant for killing coms. And maybe LRPC are not meant for killing coms or other specific targets.
If you can't hit specific targets with a bb, you're better off spending the metal on something else that can hit them. I can't think of a real game in the last few months I've played where making a bb was better than doing something else.

Look, I'm just trying to reintroduce aspects of OTA gameplay that were fun, but have since been lost in the move to spring and the constant complaining of noobs, but meh, I guess its hard to convince people who didn't play the original game that much...

Posted: 05 Dec 2006, 18:18
by Peekaboom
Been playing some more test games of BA. I really like it a lot so far. I have a few assorted suggestions, some carry over from AA.

1) Massing adv. missile towers really reduces the usefulness of air. While I wouldn't be opposed to taking them out of the game, I would suggest dropping their range (maybe to around 1600 from 2400). The issue is that even a couple of these can cover the majority of small map, and will blow up air units that are attacking peripheral areas, on patrol, etc. For how much they cost they are just way to good.

2) Give a uniform boost to hovers? In terms of combat ability I really think they should fall in between level 1 and level 2 vehicles. The basic hover tank cannot deal with stumpies/raiders, and I think they should. My suggestion is to increase the range and/or damage as well as movement speed. Keeping the HP low makes sense, although a 10-20% buff would be nice to make them a little better than level 1 units.

I think the issue with hovercraft is that by the time you get around to building them, their usefulness will have already passed.

Another option for hovers may be to make the platform buildable by the commander (and keep the stats more in line with level 1 vehicles). If you decided to go hover first, you could have an advantage depending on the map, but you'll take a hit later because you can't get to tier2 as easy.

3) Can the gimp get a little love? I think it needs more range. Speed and health is good, it just can't seem to kill anything. A few LLT's will take out a whole pack of them.

4) Give the core cruiser (Executioner) a plasma cannon (as in OTA) instead of the green laser. Just a preference :)

Posted: 05 Dec 2006, 19:11
by Hellspawn
LordMatt wrote: If you can't hit specific targets with a bb, you're better off spending the metal on something else that can hit them. I can't think of a real game in the last few months I've played where making a bb was better than doing something else.

Look, I'm just trying to reintroduce aspects of OTA gameplay that were fun, but have since been lost in the move to spring and the constant complaining of noobs, but meh, I guess its hard to convince people who didn't play the original game that much...
You don't need to hit specific target... Like Bigsteve said, you can still criple down enemy economy/production and make them cry. It has nice moral effect aswell ^^. IMO they are fine.

Posted: 05 Dec 2006, 19:13
by Hellspawn
Peekaboom wrote:Been playing some more test games of BA. I really like it a lot so far. I have a few assorted suggestions, some carry over from AA.

1) Massing adv. missile towers really reduces the usefulness of air. While I wouldn't be opposed to taking them out of the game, I would suggest dropping their range (maybe to around 1600 from 2400). The issue is that even a couple of these can cover the majority of small map, and will blow up air units that are attacking peripheral areas, on patrol, etc. For how much they cost they are just way to good.
o.O I see use of air very often, true not as main force but more as support. I use bombers almost every game and usually they are pretty efficent even if enemy has few towers.

Posted: 05 Dec 2006, 20:41
by PRO_rANDY
Peekaboom wrote:Been playing some more test games of BA. I really like it a lot so far. I have a few assorted suggestions, some carry over from AA.

1) Massing adv. missile towers really reduces the usefulness of air. While I wouldn't be opposed to taking them out of the game, I would suggest dropping their range (maybe to around 1600 from 2400). The issue is that even a couple of these can cover the majority of small map, and will blow up air units that are attacking peripheral areas, on patrol, etc. For how much they cost they are just way to good.

2) Give a uniform boost to hovers? In terms of combat ability I really think they should fall in between level 1 and level 2 vehicles. The basic hover tank cannot deal with stumpies/raiders, and I think they should. My suggestion is to increase the range and/or damage as well as movement speed. Keeping the HP low makes sense, although a 10-20% buff would be nice to make them a little better than level 1 units.

I think the issue with hovercraft is that by the time you get around to building them, their usefulness will have already passed.

Another option for hovers may be to make the platform buildable by the commander (and keep the stats more in line with level 1 vehicles). If you decided to go hover first, you could have an advantage depending on the map, but you'll take a hit later because you can't get to tier2 as easy.

3) Can the gimp get a little love? I think it needs more range. Speed and health is good, it just can't seem to kill anything. A few LLT's will take out a whole pack of them.

4) Give the core cruiser (Executioner) a plasma cannon (as in OTA) instead of the green laser. Just a preference :)
All sounds good to me :-)

Posted: 05 Dec 2006, 20:50
by Neddie
Malestrom, I already added a Balanced Annihilation page...

http://taspring.clan-sy.com/w/index.php ... ction=edit

As it is a variant, and hopefully Caydr will just roll it back in so we can get the masses off of the unbalanced AA...

Posted: 05 Dec 2006, 20:59
by Neddie
The Advanced Missile Tower point is, in my opinion, tampering with something that shouldn't be tampered with. To practice the kind of control implied by it you need to space the towers significantly, stagger them in ranks, invest an absurd amount of resources and buildtime and have backup for the fact that you will be waiting forever for them to reload against some of the fastest units in the game. Commonly they will all waste their first shot on the first plane - reducing their effectiveness by an incredible margin. I have never had an issue with them, as a player who often uses air for support, and I'm by no means the cream of the air user crop.

All of the other points are ones I see no issue with.

May I note that the hover constructor is one of the most efficent constructor units in the game - my roommate made a database to decide what to go and whether he preferred Arm over Core.

==============================================

Also, on a disconnected point, we seriously need to get rid of or modify that terrible plasma shot image sometime. Sixty percent of all attacks look like... well, the same yellow-orange ball of uninteresting crap - yes, it is classic, but it is far overused.

Posted: 05 Dec 2006, 21:47
by Cabbage
Also, on a disconnected point, we seriously need to get rid of or modify that terrible plasma shot image sometime. Sixty percent of all attacks look like... well, the same yellow-orange ball of uninteresting crap - yes, it is classic, but it is far overused.
+1, lets get some war evo effects in here!

And also, long range missile towers arnt at all overpowered, fine as they are.

Posted: 05 Dec 2006, 22:08
by BigSteve
On hovercraft, did you ever try the core laser one? the sabre or something its called, I can remember that being awesome, I was using 7-8 unit swarms to bash up cans and t2 defence on small supreme battlefield, it seemed a good example of where hovers maybe should be, although thats the only hover Ive actually ever used frequently as it seemed the only useful one.
The rest of them, especially the arm hovers are about as useful as an inflatable dartboard.
This is all from memory btw, I dont have acess to spring so I cant check, so I could be horribly wrong, im pretty sure the core laser hover is as hard as a coffin nail though.

+1 on neddykins replacement boom boom stuff.

If I had the skillz Id create an aa hippy mod where all the tanks had psychedelic camo and fired bright pink flowers. ^^

Posted: 05 Dec 2006, 22:18
by pintle
XTA based comments ahoy!

the vertical launch rocket hovers are pretty good, in fact excellent, at porc breaking. They are fast enough to outrun counterattacking units as well...

Posted: 05 Dec 2006, 22:49
by jellyman
And on hovers, remember the artillery hover? Caydr removed it because he didn't think a non level 2 unit should outrange HLTs. Now if you've decided that shellshockers should outrange HLTs......

And I think hover tanks play a little like weasels in AA2.23. Not so overpowered of course. But if you build a few they do not much of anything. But if you put a solid effort to building large swarms they can be quite nasty.

Also does anybody use fatboys? Mav and sniper spam seem to be the level 2 kbots of choice.

Posted: 05 Dec 2006, 23:55
by Kixxe
meh, Fatboys goes with Zueses agsint heavy defences i think...

but i've never really seen one USED:.. ingame...

Also +1 on BB could just a sligt boost. But i say wait and lets see what happens. Maybe some replays of acual games with BB's could help.

Posted: 06 Dec 2006, 01:17
by MR.D
BTw, if a server hosts with NO GHosted buildings, YOu can force fire accurately.

All ppl have to do is use the Marker feature, and you don't have to worry about radar sway on ghosted buildings, cause there is no ghost to interfere with aiming.

GG nubs.

Posted: 06 Dec 2006, 08:44
by tombom
jellyman wrote: Mav and sniper spam seem to be the level 2 kbots of choice.
It's a really annoying combination because, if you scout ahead, the snipers can knock out anything that could pose a threat to the mavs, usually leaving mostly T1. You can just outrun any T2 while your snipers reload and kill it. Being kbots, they can go over hills, making it harder if you haven't gone kbots yourself. I once saw a game that looked lost completely turned around with about 4 mavs and 3 snipers. 3 snipers can also take out a com. It takes a lot of micromanagement to make it work well, but if you do it's pretty difficult to stop.

the con ships have the highest worker time in the game. The advanced one has 300 and the basic one 250.

Posted: 06 Dec 2006, 09:25
by Neddie
They may be the most powerful, but for cost, versatility and build list, they lose terribly.

Posted: 06 Dec 2006, 10:56
by El Capitano
Snipers are slow and have a long reload time and keeping them near the mavs requires the mavs slow down their assault, use that to your advantage. Snipers are brittle, a few air units can take them out easily.