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Posted: 19 Sep 2007, 00:09
by Complicated
DemO wrote:
Complicated wrote:
DemO wrote: 100% truth and win.

Even then, once you learn how BA works in terms of the gameplay dynamics and have tonnes of experience with the mod, there is still a plethora of improvements to be gained from a player by optimizing general RTS skills which often become overwhelmingly complex when applied to TA forks, especially BA.
Did you know BA is a mod for a GAME?
Did you know it's an actual GAME?
So why are you bitching and moaning about it?
Is it your life? Do you depend on it?
If so, just don't post here again until you have gotten a life. :]
WTF??? Lets just say my next few words would be composed of EPIC INSULTS/FLAME if not for moderators who would edit it anyway. Learn how to read and give a response that has a remotely coherent line of thought instead of making random comments that make no sense in context of what is being said, perhaps?

To answer your questions for the sake of it:

1. Yes, I directly stated that BA is a mod/fork of a GAME
2. Way to contradict yourself? Now it IS a game in itself and not a mod anymore?
3. I wasn't, you twatwaffle. THIS is bitching.
4. Debatable depending on who you ask, but I'd say no. Regardless, this has no relation to anything you or I have said before in this topic...
5. It would make sense that someone who dedicates their life to one particular thing will be vastly knowledgeable and experienced in that area. I guess that means you want the opinions from people who are the opposite of this?
Mind not spamming my thread with your constant bitching? Scram.

Posted: 19 Sep 2007, 01:25
by [XIII]Roxas
*Fire hose*

I'd like to ask you a question...If the Annihilator has more range, than does that simply allow it to be built outside of the Doomsday's range, and nullify it's short range weapons?

Another thing: Modding is 99% of the time met with opposition. Not only do you have to withstand it, you have to make headway against it. Keep in mind that it is you and only you who determines where this mod goes.

Good luck. PM me sometime with the results.

Posted: 19 Sep 2007, 03:06
by Saktoth
Dont get involved in forum drama. Finish your mod first, make a release announcement, try and get it played. Realize this is an uphill battle as nobody plays anything but BA and XTA.

Dont engage in debate with people over hypotheticals- it doesnt help your mod.

Posted: 19 Sep 2007, 03:56
by TheBigPK
<<

Neway, try it I'd play

Posted: 19 Sep 2007, 04:59
by Snipawolf
Honestly, I could care less. Have fun learning... You will miss the important things you learn by starting/making an all original mod, though. Other than that, have fun tweaking shit.

I never could make a "tweak-this-mod-up" mod... I can't stand it, it is even more boring than normal modding. It's not even your own creations destroying each other.

I bid you good night.

Posted: 19 Sep 2007, 07:44
by Sleksa
Complicated wrote:
DemO wrote:
Mr.Frumious wrote:You're not going to "fix" BA. All the players who understand BA well-enough to "fix" it are too busy playing to mod properly.
100% truth and win.

Even then, once you learn how BA works in terms of the gameplay dynamics and have tonnes of experience with the mod, there is still a plethora of improvements to be gained from a player by optimizing general RTS skills which often become overwhelmingly complex when applied to TA forks, especially BA.
Did you know BA is a mod for a GAME?
Did you know it's an actual GAME?
So why are you bitching and moaning about it?
Is it your life? Do you depend on it?
If so, just don't post here again until you have gotten a life. :]

everyone you win is a noob
everyone you lose to is a no-life 250kg man who sits on his computer 18 hours a day.

Posted: 19 Sep 2007, 08:15
by KingRaptor
sleksa wins
thread over gg

Posted: 19 Sep 2007, 11:08
by Complicated
Saktoth wrote:Dont get involved in forum drama. Finish your mod first, make a release announcement, try and get it played. Realize this is an uphill battle as nobody plays anything but BA and XTA.

Dont engage in debate with people over hypotheticals- it doesnt help your mod.
it made me lol though :[

Posted: 19 Sep 2007, 12:54
by Masure
[XIII]Roxas wrote:...

I'd like to ask you a question...If the Annihilator has more range, than does that simply allow it to be built outside of the Doomsday's range, and nullify it's short range weapons?

...
In BA annihilator already overranges doomsday

Posted: 19 Sep 2007, 14:35
by Complicated
Masure wrote:
[XIII]Roxas wrote:...

I'd like to ask you a question...If the Annihilator has more range, than does that simply allow it to be built outside of the Doomsday's range, and nullify it's short range weapons?

...
In BA annihilator already overranges doomsday
The reason I'm increasing it again because of the light laser and light laserh1 on the doomsday has increased reload time, so it's fitting to give annihilator an adjustment to counter act this to bring it back into balance

Posted: 19 Sep 2007, 14:42
by BrainDamage
uhmm i think you're getting something wrong there

increased reload time = slower rate of fire, so they take longer time to shoot, so you actually made the doomsday worse

Posted: 19 Sep 2007, 14:52
by Complicated
Brain Damage wrote:uhmm i think you're getting something wrong there

increased reload time = slower rate of fire, so they take longer time to shoot, so you actually made the doomsday worse
I mean decreased xD, as it's stated in the draft change log

Posted: 19 Sep 2007, 19:29
by Complicated
Would it be a good idea to remove scout weapons altogether and give them radars?

Posted: 19 Sep 2007, 20:05
by Mr.Frumious
Well, there's one wierd approach you could take with scouts: give them no weapons but substantial armour so they can still rush through defenses, much like the peeper does.

Posted: 19 Sep 2007, 20:13
by Sleksa
Mr.Frumious wrote:Well, there's one wierd approach you could take with scouts: give them no weapons but substantial armour so they can still rush through defenses, much like the peeper does.
"JUST TOO DAMN RECKLESS"

;) ;) ;) ;) ;)

Posted: 19 Sep 2007, 21:59
by Complicated
thing is, is it workable?
Speed them up, small radar..
[Armour increased can be in it's tech two refit or give the refits stealth which would work brilliantly, essentially mobile uncloakable dragonteeth?]

bare in mind tech two refits of tech one units will be experimental and not definate addition to v1.0

Posted: 19 Sep 2007, 22:18
by Complicated
When I load the mod for a quick test, it says generating unit list and remains on that for some time, over five minutes has past and it's still not progressed.

I have not removed or added any files as of yet.

Suggestions?

Posted: 20 Sep 2007, 00:40
by Complicated
Problem resolved,


Anyone got any ideas of a unit which I can use or import as a core vehicle combat engineer?

Posted: 20 Sep 2007, 14:50
by RavingManiac
I predict that in this mod, there will only be three viable strategies:
1. Flashspam
2. Flashspam
3. Flashspam

Posted: 20 Sep 2007, 16:11
by Mr.Frumious
RavingManiac wrote:I predict that in this mod, there will only be three viable strategies:
1. Flashspam
2. Flashspam
3. Flashspam
Well, he could rework the flash and the gator into filling the BA role of the Weasel - that is, probing and attacking undefended targets at high speed, but dieing fast to LLT-fire. Then it would be Raider-spam.