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Re: Balanced Annihilation V6.6
Posted: 22 Dec 2008, 21:57
by Beherith
REVENGE wrote:Nef Dom speed, buff Merl speed.
Over my dead body. Let vecs rust at home. Make moar bots. Especially Core bots.
Just two issues:
Conships still seem to be slow as hell when given a build order (acceleration bug iirc)
and Shiva's walk script is kinda borked, its legs sink into the ground on every step
Btw, love t3 (not bantha tho

), its just a vulgar display of power

Re: Balanced Annihilation V6.6
Posted: 22 Dec 2008, 23:32
by REVENGE
Beherith wrote:Btw, love t3 (not bantha tho

), its just a vulgar display of power

Not on DeltaSiegeDry it isn't.

Re: Balanced Annihilation V6.6
Posted: 23 Dec 2008, 00:16
by Gota
Just a few comparisons.
Stumpy vs Raider:
Stumpy is faster,turns faster,accelerates and brakes faster.
It also costs 18 less(a combined cost of metal and energy the way modit displays it).
Further more its build time is much much lower than the Raider's.
Stumpy's:2904
Raider's:3446
This is a major difference and a very big benefit to the stumpy.
The only advantage the Raider has is 95 hp.
Besides these differences they are completely the same.
the cost difference is small and the speed,acceleration and turn rate are small as well.
If there was no difference in the build time id say Stumpy and Raider are balanced well,one being just a bit faster and more maneuverable and the other just a bit tougher yet slower but this huge differance in build time is unjustified in any way.
I think the Raider is far inferior to the stumpy ATM.
Annihilator VS the DM
DPS:505 vs 1483 to the DM.
HP:3k vs 10000 to the DM.
Damage modification while closed:0.25 vs 0.08! to the ANNI.
Cost the way modit calculates it(combines metal and energy):4028 vs 2855 to the Annihilator!
There is a 2k differacne in the build time but it can be neglected since both take mroe than 50k of build time.
The only rela advatage the Annihilator has is IT's range.
ITs range is superior to the DM by 450.
Let me just say that the Annihilator spends his dmg all at once and can easily waste his 5k damage per hit on a very small and insignificant unit if there is no other large unit around or it has no los of the attacking units while firing.
Also the Annihilator explodes much stronger thereby eliminating or injuring nearby defensive units or turrets much more than the DM.
The annihilator is MUCH more expensive does much Much less DMG has MUCH less HP has a much smaller advantage when closed and explodes much more violently Which usually hurts its nearby defenses since the explosion is usually not strong enough to get to the relativly high range t2 units.
Its only advatage is 450 range which a lot of the time gets wasted on the battlefield.
The hlt's range is 620...
Annihilators damage per shot (not dps),which is 5k,is almost always wasted unless it shoots at sumo,gollie or t3 units because only they have 5k or more hp.
Re: Balanced Annihilation V6.6
Posted: 23 Dec 2008, 12:30
by ginekolog
thanx god arm and core are not mirror of eachother - THAT would be booring.
But yea arm is a bit better on T1 but nothing major. What is important is that both gets played quite equaly - meaning balance between core/arm works.
Re: Balanced Annihilation V6.6
Posted: 23 Dec 2008, 12:43
by TheFatController
If Stumpies really have an advantage over Raiders i'd be more in favor of giving an equivalent (small) advantage to say Thuds over Hammers, rather than making Raiders equal.
Also anni and doomsday aren't even comparable and 450 extra range is huge.
Re: Balanced Annihilation V6.6
Posted: 23 Dec 2008, 12:49
by BaNa
TheFatController wrote:If Stumpies really have an advantage over Raiders i'd be more in favor of giving an equivalent (small) advantage to say Thuds over Hammers, rather than making Raiders equal.
Also anni and doomsday aren't even comparable and 450 extra range is huge.
aren't storms cheaper than rockos as it is? since everybody spams storm/rocko in kbots, that is a pretty big bonus. And hammers have the stupid open script anyway, which totally fucks them up.
Re: Balanced Annihilation V6.6
Posted: 23 Dec 2008, 13:23
by Regret
BaNa wrote:And hammers have the stupid open script
Yea seriously what the fuck, remove this please.
Re: Balanced Annihilation V6.6
Posted: 23 Dec 2008, 14:07
by Gota
ginekolog wrote:thanx god arm and core are not mirror of eachother - THAT would be booring.
But yea arm is a bit better on T1 but nothing major. What is important is that both gets played quite equaly - meaning balance between core/arm works.
This is seriously a stupid point your making.
for raiders and Stumpies to be balanced you don't need to make them equal just make a raider have different advantages than the stumpy.
Core t1 vehicle is much worse than arm.
The stumpy is much better than the raider and the Janus is much better than the leveler.
I don't play core t1 vehicles cause i know they suck cause i actually bothered looking at the stats.
People who are unaware of this might,ingame,build Raiders and lose to Stumpies thinking they had a worse economy or worse micro when actually the units they had to use were just inferior.
You don't need to mirror units to make both sides balanced.
you just need to give units of the 2 sides different characteristics that ultimately nullify each other.
Re: Balanced Annihilation V6.6
Posted: 23 Dec 2008, 14:19
by Gota
TheFatController wrote:If Stumpies really have an advantage over Raiders i'd be more in favor of giving an equivalent (small) advantage to say Thuds over Hammers, rather than making Raiders equal.
Also anni and doomsday aren't even comparable and 450 extra range is huge.
first of all by allowing units to be worse than others intentionally you are promising that people just wont play them.
If i know thuds are good while hammers aren't ill play with the rocket kbots that are in the hammers lab.
Instead of making units suck intentionally make units different so that both sides play differently but are balanced one vs the other.
About the annihilator thing...if you are actually saying after looking at the stats that the annihilator is as good as the DM(both are the high damage long range turrets of ar mand core)I want to remind you again that the Annihilator is more expensive by about 33% than the DM,that is in more than 1k of total cost.
I want to remind again that the annihilator does 3 times less damage and has more than 3 times less HP and also receives much more damage when in a closed form.
Both the DM and the anni outrange most units anyway and coupled with shit long range rocket trucks that cost 1k but are useless the annihilator is way way way underpowered as a turret and i NEVER build it cause its so shit..
FFS more than 3 times the DPS more than 3 times the HP and much much cheaper the DM is far far far superior to the annihi
Re: Balanced Annihilation V6.6
Posted: 23 Dec 2008, 14:30
by Gota
And in general it is both misleading and unfair making units weaker on purpose.
It is very noob unfriendly and causes fights to end with the appearance that the player who won won cause of his skill when he might have won cause he used stronger unbalanced units while his opponent used worse units.
IF you want to make units unbalanced on purpose than make some kind of signing so that people can know what units are intentionally weaker or stronger.
There is nothing positive in deceiving the player like this and in a system where you don't have armor classes as definitive as the ones in say starcraft or warcraft the best way is to balance all units out instead of making one lab have weaker units and another stronger ones.
Also mind you that in Starcraft you can see very clearly what armor each unit has thus you know and every noob easily knows what unit will overwhelm a certain type of units.
In BA there are many special damages some are very unnesesary like the special damages vs T3 some are like the special damages vs the commander.
Your responses fat controller show that you didn't really give this any thought.
Balanced units give more depth to the game,unbalanced ones,hidden powers and damages,and intentional unbalancing of the mod makes it worse.
Re: Balanced Annihilation V6.6
Posted: 23 Dec 2008, 14:31
by Hoi
wat
Re: Balanced Annihilation V6.6
Posted: 23 Dec 2008, 14:45
by ginekolog
Gota wrote:...blabla....
Sry, i never say this but: move along, *oob.
You are just getting BA wrong.
Re: Balanced Annihilation V6.6
Posted: 23 Dec 2008, 14:51
by Gota
ginekolog wrote:Gota wrote:...blabla....
Sry, i never say this but: move along, *oob.
You are just getting BA wrong.
Just be a man,admit your wrong so that there is more chance these things are corrected.
Re: Balanced Annihilation V6.6
Posted: 23 Dec 2008, 14:51
by TheFatController
That sure was a lot of words
Re: Balanced Annihilation V6.6
Posted: 23 Dec 2008, 14:53
by YHCIR
If core is so overpowered, then just keep quiet and play core until people realise they are getting stomped every game and then they will complain on the forum.
Or maybe the sides are more balanced than the numbers say.
IMO ARM T1 is more powerful, core T2 is more powerful. I really don't like ARM T2 stuff, tanks are really poor compared to core t2 tanks, kbots also. Things like snipers, gremlins, EMP spiders etc are good but require far too much micro to be effective, so core wins on firepower.
It's pretty even though.
Re: Balanced Annihilation V6.6
Posted: 23 Dec 2008, 15:00
by Gota
YHCIR wrote:If core is so overpowered, then just keep quiet and play core until people realise they are getting stomped every game and then they will complain on the forum.
Or maybe the sides are more balanced than the numbers say.
IMO ARM T1 is more powerful, core T2 is more powerful. I really don't like ARM T2 stuff, tanks are really poor compared to core t2 tanks, kbots also. Things like snipers, gremlins, EMP spiders etc are good but require far too much micro to be effective, so core wins on firepower.
It's pretty even though.
I didnt say core was more powerful plus Micro time is also a resource by itself and can be put into balance considerations.
Again there is no need for units to be out right worse than others..this only makes the game worse...units can be different yet balanced and deliver a different playing experience while not giving unfair advantages which are very hard to spot while playing.
Re: Balanced Annihilation V6.6
Posted: 23 Dec 2008, 15:02
by Gota
If there are people reading this who have some convincing arguments,present them if not than agree with me and be in favor of said changes so that they can actually be implemented.
Re: Balanced Annihilation V6.6
Posted: 23 Dec 2008, 15:13
by TheFatController
So you had your crack at an annihilation based mod (SA), advertised it more fiercely than any other team and even tried to pass it off as a new BA version and it's still never played - now you think if you direct all your energy at BA then NOIZE will do it your way. He wont. You're just filling the thread with static and trolling.
Your changes are misguided, impulsive and shortsighted and you fill all your reasoning and arguments with fallacies and bullshit, gtfo and get banned.
Re: Balanced Annihilation V6.6
Posted: 23 Dec 2008, 15:16
by Hoi
Also, if something kills you it doesn't mean it's unbalanced.
Re: Balanced Annihilation V6.6
Posted: 23 Dec 2008, 15:21
by TheFatController
Hoi wrote:Also, if something kills you it doesn't mean it's unbalanced.
Lesson 1: Losing in Spring is never
your fault.