Balanced Annihilation v4.7 !! - Page 19

Balanced Annihilation v4.7 !!

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El Capitano
Posts: 156
Joined: 13 Oct 2006, 10:48

Post by El Capitano »

IIRC, Seaplanes are cheaper, have T2 damage but T1 hitpoints. At least, that's what Caydr said and I've not seen anything about BA being different.
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Cabbage
Posts: 1548
Joined: 12 Mar 2006, 22:34

Post by Cabbage »

seaplanes are not T3.
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Machiosabre
Posts: 1474
Joined: 25 Dec 2005, 22:56

Post by Machiosabre »

They're move of an extra air plant for if you have to build in the sea it actually costs a bunch less than a lvl2 plant, the gunships are sort of lvl2.5 though, cutlasses rule!
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NOiZE
Balanced Annihilation Developer
Posts: 3984
Joined: 28 Apr 2005, 19:29

Post by NOiZE »

New Changelog:
changelog wrote:V4.2 --> 4.31
Arm Fusions really makes 1000 E now
Core Fusions really makes 1100 E now
Adv Fusions really make 3000 E now
Tremor got less hp now
Fixed Sniper bug
Took Commanderscripts from XTA and made the movement of the "Arms" faster
Targeting facilities cost 1/4 now, more facilities will enhance your accuracy of radar dots
removed arrival sounds
Added some loadscreens, thanks machio.
Reduced hp of scouts hovercraft
Floating metalmakers cost 1 metal now
Reduced Gator maxspeed, hp, weaponrange
Reduced acceleration and turnrate of destroyer ships
Removed the laser off the Destroyer ships
Made the depthcharges no longer tracking
Fatboy costs reduced by 30 %
HLT's DPS increased slightly
Increased Banshee DPS slightly
Advanced Anti Air Kbots no longer chase ground units.
Increased leveler E costs
MT/PackO's do 10 % less damage now
LRMT reloadtime increased
Increased Acceleration and turning of Luger/Pillager
Thud/Hammer now have LoS till the end of their range
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Peekaboom
Posts: 94
Joined: 09 Mar 2006, 03:54

Post by Peekaboom »

Suggestion: Reduce the range of the depthcharges (to 275 from 400) INSTEAD of reducing DC tracking. Or do both and up the damage.
DemO
Posts: 541
Joined: 18 Jul 2006, 02:05

Post by DemO »

Thud/Hammer now have LoS till the end of their range
Most decisive and important change in the changelog..

HELL YES, i've been waiting for this for so long... so many days of watching hammer/thud completely miss trying to target a single flash tank on a point move order unmicro'd sent straight past them, and why? NO LOS

Nice...

N.B. Noize, could you make changelogs with previous-to-current statistics? I.e. Gator HP reduced to 760(850) or something. i.e. number in brackets is old HP and 760 is new.

Helpful for those of us that analyse AA more thouroughly. I dont want Day and yourself to be the only ones that know the intracacies of BA :o[/quote]
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Machiosabre
Posts: 1474
Joined: 25 Dec 2005, 22:56

Post by Machiosabre »

hey whats the deal with the gator stuff and nothing for flashes? flashes are more annoying than gators already :cry:
I like most of the other changes though.
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Day
Posts: 797
Joined: 28 Mar 2006, 17:16

Post by Day »

nope.. in 4.2 gators beat flashes on every turn
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Machiosabre
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Joined: 25 Dec 2005, 22:56

Post by Machiosabre »

well they're better at fighting head to head but flashes are better at swarming past defenses because of their speed and size, and thats really what they're used for anyway.
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Ishach
Posts: 1670
Joined: 02 May 2006, 06:44

Post by Ishach »

are bladewings gonna get some extra survivability (Against lasers especially) to buff them alongside the Banshee?


If banshee has decent enough DPS to be a usefull unit then it leaves core a bit left out in terms of using air in a non-support role.
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Maelstrom
Posts: 1950
Joined: 23 Jul 2005, 14:52

Post by Maelstrom »

Hey BA dev guys, im making a central location for modweb mod stat page things, do you want BA chucked on there as well? Ill keep it updated and everything, just poke me if you want one.
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Cabbage
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Joined: 12 Mar 2006, 22:34

Post by Cabbage »

LRMT reloadtime increased
Not needed imo, this smells of caydresque random changes :P
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Day
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Joined: 28 Mar 2006, 17:16

Post by Day »

it went along with the nerf of AA...

bladewings had their costs decreased by quite a bit.. their spammable.
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Acidd_UK
Posts: 963
Joined: 23 Apr 2006, 02:15

Post by Acidd_UK »

Acidd_UK wrote:Amphibious units - please make core's shiva heavy amphib tank have the same sloptolerance as the lighter ones, as it currenty refuses to go into the water on a lot of maps... :-(
Anyone got any comments on this? As it is the Shiva is basically useless on many maps...
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Ishach
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Joined: 02 May 2006, 06:44

Post by Ishach »

Cabbage wrote:
LRMT reloadtime increased
Not needed imo, this smells of caydresque random changes :P
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Day
Posts: 797
Joined: 28 Mar 2006, 17:16

Post by Day »

eh?
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NOiZE
Balanced Annihilation Developer
Posts: 3984
Joined: 28 Apr 2005, 19:29

Post by NOiZE »

Cabbage wrote:
LRMT reloadtime increased
Not needed imo, this smells of caydresque random changes :P
it's called reverting a random change
tombom
Posts: 1933
Joined: 18 Dec 2005, 20:21

Post by tombom »

Day wrote:eh?
He is agreeing with Cabbage that this change is not needed, and that he thinks it is like Caydr's random changes.

or are you going to explain to me that that "eh?" meant something different

efb i guess
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NOiZE
Balanced Annihilation Developer
Posts: 3984
Joined: 28 Apr 2005, 19:29

Post by NOiZE »

Acidd_UK wrote:
Acidd_UK wrote:Amphibious units - please make core's shiva heavy amphib tank have the same sloptolerance as the lighter ones, as it currenty refuses to go into the water on a lot of maps... :-(
Anyone got any comments on this? As it is the Shiva is basically useless on many maps...
shiva already has a moventclass alike the light amphid tanks...

Well it has a low MaxSlope in the fbi, maybe that is the cause, i'll match it with the maxslope of the movementclass.
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LordMatt
Posts: 3393
Joined: 15 May 2005, 04:26

Post by LordMatt »

Bombers really don't need a buff, but whatever. I build the tonnes already Oo. Proper balancing of seaplanes would be a good idea. Make them proper level 2 or even level 1.5 with appropriate stats. :-)
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