Balanced Annihilation V7.04 - Page 3

Balanced Annihilation V7.04

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eyu100
Posts: 182
Joined: 05 Jul 2008, 04:10

Re: Balanced Annihilation V7.04

Post by eyu100 »

Is it still possible to load enemy coms with very good micro? If it is then it is still possible to create a widget that does the same thing.

EDIT: the gadget doesn't seem to intercept move orders, so would it counter a very sophisticated widget that only uses move orders until the transport is positioned perfectly?
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JohannesH
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Joined: 07 Apr 2009, 12:43

Re: Balanced Annihilation V7.02

Post by JohannesH »

dizekat wrote:I usually have my hlts near arty anyway, like typical borderline. Arty isn't something you spam, but its nice to have 5 t1 arty units or so. Counterattack dies = you get metal.
3 less stumpies to defend from said attack, arty shooting your own shit during attack = enemy gets metal
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Blue_Falcon
Posts: 155
Joined: 16 Oct 2008, 18:54

Re: Balanced Annihilation V7.04

Post by Blue_Falcon »

lol, 3 releases in one day!
Is that a BA record?
Gertkane
Posts: 156
Joined: 18 Mar 2006, 16:10

Re: Balanced Annihilation V7.02

Post by Gertkane »

JohannesH wrote:
dizekat wrote:I usually have my hlts near arty anyway, like typical borderline. Arty isn't something you spam, but its nice to have 5 t1 arty units or so. Counterattack dies = you get metal.
3 less stumpies to defend from said attack, arty shooting your own shit during attack = enemy gets metal
If you shoot enemy porc from within your own porc (hllt and at least a few llts or riot tanks) you really will not lose your arty if you micro them and you will get metal. If the enemy has pure tank power to overrun your porc just like than it is not the artys who are at fault.

Seriously, they are not broken right now, maybe they could be more useful but they have a few situations that really do occur, espescially in popular team games (dsd, altored). That said without careful management they are as good as just scrap running around (slow, weak and have a tendency to still run into enemy hllt range even though they can fire at it out of range).
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Pxtl
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Joined: 23 Oct 2004, 01:43

Re: Balanced Annihilation V7.04

Post by Pxtl »

1v0ry_k1ng wrote:what critical damage would happen to BA t1 veh gameplay if t1 arty was worth using?
HLTs would become kind of useless. Expect samtruck-spam.
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bartvbl
Posts: 346
Joined: 21 Mar 2009, 15:55

Re: Balanced Annihilation V7.04

Post by bartvbl »

Since I don't like the new textures very much (many of them look quite ugly), I made for own use an alternative version which has the old textures in it. I also fixed the minor (minor minor) bug I described earlier in this thread. In case anyone prefers the old textures over the new ones too, you can download the mutator here:
http://www.springfiles.com/show_file.php?id=2343
Hope it helps :P
Achilla
Posts: 79
Joined: 24 Aug 2009, 15:17

Re: Balanced Annihilation V7.04

Post by Achilla »

How many version within a day yet? I mean, seriously? Folks haven't even taken seriously rolling to latest version since they still think new ones will come up till stable one. Not to mention outdated autohost versions ... *sigh*
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TradeMark
Posts: 4867
Joined: 17 Feb 2006, 15:58

Re: Balanced Annihilation V7.04

Post by TradeMark »

erm, why was solar texture changed? there was nothing wrong with the original. stop doing silly changes.
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bartvbl
Posts: 346
Joined: 21 Mar 2009, 15:55

Re: Balanced Annihilation V7.04

Post by bartvbl »

Small bug report:
The arm small gunship (banshee), has some problems when it is starting to attack while landing. It will get up again, but the engines go totally the wrong way.
screen031.png
(1.88 MiB) Downloaded 40 times
I think it has to do with that the engines do not turn back to the vertical position, but keep hanging at the landing mode position.
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TheFatController
Balanced Annihilation Developer
Posts: 1177
Joined: 10 Dec 2006, 18:46

Re: Balanced Annihilation V7.04

Post by TheFatController »

TradeMark wrote:erm, why was solar texture changed? there was nothing wrong with the original. stop doing silly changes.
It hasn't been changed try the mod first before posting thx
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bartvbl
Posts: 346
Joined: 21 Mar 2009, 15:55

Re: Balanced Annihilation V7.04

Post by bartvbl »

I think he meant version 7.02 there.
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TradeMark
Posts: 4867
Joined: 17 Feb 2006, 15:58

Re: Balanced Annihilation V7.04

Post by TradeMark »

yeah i saw screenshots

did you revert back to old textures then?
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Blue_Falcon
Posts: 155
Joined: 16 Oct 2008, 18:54

Re: Balanced Annihilation V7.04

Post by Blue_Falcon »

Yes, I believe so.
eyu100
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Joined: 05 Jul 2008, 04:10

Re: Balanced Annihilation V7.04

Post by eyu100 »

Is it still possible to write a very sophisticated widget that only uses move orders until it is in perfect position?
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Niobium
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Joined: 07 Dec 2008, 02:35

Re: Balanced Annihilation V7.04

Post by Niobium »

eyu100 wrote:Is it still possible to write a very sophisticated widget that only uses move orders until it is in perfect position?
No. Issuing a load when close to enemy com = trans gets random move order away.
eyu100
Posts: 182
Joined: 05 Jul 2008, 04:10

Re: Balanced Annihilation V7.04

Post by eyu100 »

Niobium wrote:
eyu100 wrote:Is it still possible to write a very sophisticated widget that only uses move orders until it is in perfect position?
No. Issuing a load when close to enemy com = trans gets random move order away.
Then how can it be possible to nap a stationary com? (if it isn't anymore, oops; I didn't check)
YokoZar
Posts: 883
Joined: 15 Jul 2007, 22:02

Re: Balanced Annihilation V7.04

Post by YokoZar »

eyu100 wrote:
Niobium wrote:
eyu100 wrote:Is it still possible to write a very sophisticated widget that only uses move orders until it is in perfect position?
No. Issuing a load when close to enemy com = trans gets random move order away.
Then how can it be possible to nap a stationary com? (if it isn't anymore, oops; I didn't check)
Because the move order came from when the trans was far away
Satirik
Lobby Developer
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Re: Balanced Annihilation V7.04

Post by Satirik »

chicken update?
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TheFatController
Balanced Annihilation Developer
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Joined: 10 Dec 2006, 18:46

Re: Balanced Annihilation V7.04

Post by TheFatController »

Satirik wrote:chicken update?
Its updated: http://www.springfiles.com/show_file.php?id=2347

However either the engine or tasclient has broken it it seems so that the LuaAI doesn't get control of the bot initially so chickens end up as gaia and nothing works right.. dunno if you know if this is a change in script.txt from tasclient or the engine?


Also as an aside I noticed the dragons claw is only half changed god knows how but that'll have to wait for an update :? ill enlist testers or get an SVN set up for next release :oops:
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Deadnight Warrior
Posts: 183
Joined: 08 Jun 2009, 17:59

Re: Balanced Annihilation V7.04

Post by Deadnight Warrior »

I've thoroughly read this topic an found that noone reported that ARM Dragon Claw still has maxDamage=900; and not 1200, whereas CORE Dragon Maw has the new maxDamage=1450;

Pls fix this as it's unbalanced.
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