Balanced Annihilation v4.7 !! - Page 16

Balanced Annihilation v4.7 !!

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NOiZE
Balanced Annihilation Developer
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Post by NOiZE »

we need thoughts on water balance.
Lippy
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Post by Lippy »

Kixxe wrote:meh, Fatboys goes with Zueses agsint heavy defences i think...

but i've never really seen one USED:.. ingame...
Obviously, because they are incredibly OVERPRICED, like i have said before, but day & noize wont listen (at least Caydr put their price down by 700 metal :p)
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MR.D
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Post by MR.D »

Reduce Mav's autoheal by 50% hp per tick, and it would be alot better balenced.

Now watch all the ppl whine that Mav is perfect, because they use that strat and know its overpowered and they like it that way.
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Ishach
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Post by Ishach »

Ive never built a maverick ever

8)
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jackalope
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Post by jackalope »

Ishach wrote:Ive never built a maverick ever

8)
They come from that other lab that you don't use on comet.

and

I've never built a sniper ever :/
Lippy
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Post by Lippy »

MR.D wrote:Reduce Mav's autoheal by 50% hp per tick, and it would be alot better balenced.

Now watch all the ppl whine that Mav is perfect, because they use that strat and know its overpowered and they like it that way.
Have you even played BA? They have 820 life! That's less than the damage of 2 janus shots! Now if you can't handle that, you are very poor indeed.
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Day
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Post by Day »

Its funny, it seems like all the people h0ring the AA thread have jumped boat to here 8)

on a more serious matter, we need some thought about sea balance.

also about arm t2 kbots, people are just to 2.23fied to try anything else then mavs+snipers, ive seen mavs being put in all kinds of situations they just suck in :E. theres more to arm t2 then fark mav and sniper! try it.

im not sure about fatboy, il have a look at it
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LordMatt
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Post by LordMatt »

I don't recall water balance being that bad atm, but I haven't played it recently because of the previous sonar bug.
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Cabbage
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Post by Cabbage »

PHATBOYZ arn't as bad as people make out, they're pretty situational, but it's great fun watching someone send swarms of lvl 1 stuff or teh weakers lvl units at a couple of them ^^
Lippy
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Post by Lippy »

Cabbage wrote:PHATBOYZ arn't as bad as people make out, they're pretty situational, but it's great fun watching someone send swarms of lvl 1 stuff or teh weakers lvl units at a couple of them ^^
And if even 1 gets close to them, they'll obliterate themselves...

I'm not saying they are bad, the're just overpriced, and they mostly suck against other lvl2 (1 goliath will obliterate it, even though it's less then half the price)
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Day
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Post by Day »

fatboy is definatly a support unit.. pitting it against all kinds of units used for rough combat like sumos cans gollies, is just wrong =]
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TradeMark
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Post by TradeMark »

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Acidd_UK
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Post by Acidd_UK »

Has anyone noticed more desyncs in the latest version of Spring in BA? It seems that every 6-8 player game I've been in had started desyncing around the 20 minute mark and we've lost 3-4 players... Am I just unlucky or can anyone else confirm this?
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Neddie
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Post by Neddie »

In BA, the Maverick may, in my opinion, be too weak for the role it was designed for, but I prefer that to AA where it is abused in replacement of the Zeus among other things.

The Fatboy is for dropping in enemy bases, surrounded by Fidos protected with Anti-Air, Zeus, and Maverick groups. Enough said - it may be overpriced, but remember it is a support anti-swarm unit, and you don't have a lot of options in that regard.

Water balance seems better than it was when I started playing AA... but I haven't really played water seriously since 2.11, due to a jump to playing on "higher-level" (Read: Clan Favoured) maps that tend not to have water, in conjunction with the sonar bug...

No clue on the sync, haven't been able to play much of late.
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Day
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Post by Day »

IMO sofar ive used mavs quite a bit, and their very good at what their supposed to do, just, people seem to treat them like endgame superunits
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Neddie
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Post by Neddie »

I was under the impression that the Maverick was an assault Kbot with heightened auto-repair, intended for heavy skirmishing and anti-unit activity. In that case, at this point numerically, you're probably losing out in terms of efficency for the role, given the reduced number of hit points. After all, two Janus.

That said, it was a spectacularly efficent unit before, so after crunching the
numbers, I have to retract my earlier statement.

Tangent: What always drove me insane was how people would fly in a Maverick, designed for assault, rather than a Zeus, designed for destroying statics and buildings. Because, for some insane reason, the Maverick was better at the role of the Zeus than the latter could be. But now, all is well.
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Peekaboom
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Post by Peekaboom »

NOiZE wrote:we need thoughts on water balance.
I've always liked playing water map (and regularly play water maps) so I can offer some suggestions:

Overall, I think the balance is quite good, and it should not be messed with in substantial ways. However,

- The anti-air level 2 ships are way to effective. It is far to easy to mass archers in-lue of building seaplanes or normal air units for AA defense. This cuts dwn the in-field unit diversity and makes the carriers kind of pointless as a AA support unit. I think the archer's should take longer to build and cost more. They should be "good" but you shouldn't be able to mass them like you can right now, because trying to attack a navy with planes and facing anymore than 4-5 archers is totally pointless.

- Put the ambihibous complex back under water like it should be.

- I think the missile ships should take a bit longer and cost more resources to build as well. They are VERY good at harassing and knocking out defenses, and I think it is too easy to spam cruisers in a lot of land+water maps and avoid building a proper navy. Maybe reduce their rocket travel time to make them better against moving tagrets (possible to incorporate tracking? They are cruise missiles!)

- I would REALLY like the core cruiser to get a proper plasma cannon back as its main weapon instead of the laser. Core's cruisers are crippled somewhat because they have a harder time shooting over each other.

I think everything else works pretty well.

On a side note, is there any chance of some cool experimental hovercraft unit being added to the level 3 lab? No big deal.
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Neddie
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Post by Neddie »

I'm developing a balanced and different T2 Hover set up for future consideration.
DemO
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Post by DemO »

Tech 2 hovers? They'd probly be overpowered considering the features of hovers in general.

I mean what do you counter fast tech 2 tanks that can drive over water with?
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jackalope
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Post by jackalope »

hovergoliaths?
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