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Posted: 24 Nov 2006, 22:10
by Day
Arty range: They really had dificulties outranging HLTs, ask anyone

Construction vehicles workertime decreased, because they were to good compared to the kbot varients

Because compared to the vehicles raiding capabilities kbot lacked something ( a flea sometimes just doesnt cut it)

It was increased because they were to weak compared to the construction vehicle

the flea thing ya well THE REASON I DID THIS IS BECAUSE I WAS SO PISSED AT THE CURRENT AA I TRIED TO MAKE THINGS BETTER, IF YOU JUST POST HERE TO FLAME GTFO

i reduced the kbot costs so it can stand up to a vehicle start in 1v1s

the solar bit is to make gameplay more fluid, because units in AA have generally high E costs you have to make solars/winds all game.
Winds were TO good compared to solars on (most) maps.
the cheaper solars also help for a faster start.

The can lacked damage for when it actually gets close enough to fire, i hoped it would help.

Mavs are supposed to be t1 fraggers they do it good actually they kill bulldogs and t1 defenses to.

that was because they died way to fast against positions with decent AA

the banshee buff was VERY MUCH needed they were the crappiest units IN THE WHOLE GAME

BTW did you even play the mod?

Posted: 24 Nov 2006, 22:11
by rattle
No one's forcing you to play this.

Posted: 24 Nov 2006, 22:38
by 2k4
Arty range: They really had dificulties outranging HLTs, ask anyone <- why should a wolverine outrange a HLT, a wolverine is 160 metal or so, an HLT is 450 or so, if a wolvy can outrange that, there is no point to make static defenses

Construction vehicles workertime decreased, because they were to good compared to the kbot varients <- thats your opinion, a vehicle costs more, has a way more crappy pathfinding, it cannot climb mountains, and a vehicle is larger so considering same tech level, a larger unit should get more workertime.

Because compared to the vehicles raiding capabilities kbot lacked something ( a flea sometimes just doesnt cut it) <- vehicles cannot climb, so from that point of view kbot have a better raiding capability, but the word goes around you only play cometcatcher, so I understand your point of view

the solar bit is to make gameplay more fluid, because units in AA have generally high E costs you have to make solars/winds all game.
Winds were TO good compared to solars on (most) maps.
the cheaper solars also help for a faster start. <- winds die easy, solars dont

The can lacked damage for when it actually gets close enough to fire, i hoped it would help. <- well 3% isnt world shocking, if they need a boost, make it +10% or something

Mavs are supposed to be t1 fraggers they do it good actually they kill bulldogs and t1 defenses to. <- ok you got a point, but I think its the speed that is too high, not they HP too low

that was because they died way to fast against positions with decent AA <- well, it was heavily annoying in the first versions of AA that when you had anti air in your base you still died from brawler raids. Brawlers and rapiers should just be the improved version of lvl1 gunships, to catch people without AA.

the banshee buff was VERY MUCH needed they were the crappiest units IN THE WHOLE GAME <- I dont agree, but I guess thats personal opinion


and rattle, no one is indeed forcing me to play this, but due to this spin-off there are less AA2.23 games, which makes it less easy to find a game to play

Posted: 24 Nov 2006, 22:54
by Cabbage
Wolverine/Shellshocker range increased <- stupid, they already outrange an LLT
whenever i need to smile, i'll always be able to look at this line ^^

Posted: 24 Nov 2006, 23:02
by Kixxe
and rattle, no one is indeed forcing me to play this, but due to this spin-off there are less AA2.23 games, which makes it less easy to find a game to play

haahahah

That's the best thing ever.

Srsly, have you seen how many variants of AA there is? There are 4 offical and like 4-6 spinoffs with 20 extra untis or new balanced thrown in. none of these are played.

The only thing this might lead to having fun games when we want acual balanced games before Cadyr fixes the stuff we want fixed(when he's off in the clouds doing something other things). Most of these are needed in some way, maybe not as big or as small as some are, but they're ALL good changes.

Arty range: They really had dificulties outranging HLTs, ask anyone <- why should a wolverine outrange a HLT, a wolverine is 160 metal or so, an HLT is 450 or so, if a wolvy can outrange that, there is no point to make static defenses
Why the hell would you build a wolverine if you can't outrange HLT's with it? The lvl 1 artys role is not to pick off LLT's. any unit can kill LLTS. Raiders, rockos, hell weasels even.





And stop treating Day like he dosen't know what he's doing. He knows. He knows ALL. And some more.

Posted: 25 Nov 2006, 02:10
by DemO
o_O

Posted: 25 Nov 2006, 02:11
by DemO
o_O

Posted: 25 Nov 2006, 11:05
by Day
upcoming changes,

tremor damage reverted
advsolar core and arm both reduced e costs (not 0)
fixed a dgun bug where you were able to fire 3 shots instantly O_O
fixed panther speed bug
zipper E costs lowered slightly (500 less)
scouts E costs lowered, for some reason it was 600ish
and possibly making Dominators more expensive to even up the fact that they now outrange the pitbulls/vipers

And demo whats up with that O_o

Posted: 25 Nov 2006, 11:55
by Sleksa
i think 90% of people here have made their critique based on the changelog, without even trying the mod.

For now it just looks like people are going "OMGWTFLOLOLOLOLNBUFFSOLARCOSTPLX0RSZX!!!!1111111111ONEONE!"

or "omg A UNIT CAN OUTRANGE A HLT!!!!111111WTF!"

the wolverine's purpose was to outrange a HLT in the first place, it just had problems with using its MAX range against the HLT so it would run into hlts:s range , this is being fixed by increasing the wolverine's hp . . .

make a cow happy by following these steps:

a) dl the mod
b) load it up
c) play it
d)????
e) make critique

Make a cow sad by following these steps:

a)"OMGROFLROKITS SAMSON IS OP NERFERENRENERNERNE!!!!!"

Posted: 25 Nov 2006, 12:57
by Neddie
I did play, or at least the WarC AA version, last night. Good, precisely what I expect Caydr to get to officially.

Play it people.

Posted: 25 Nov 2006, 14:08
by Ishach
Before posting in this thread.


Consider, daywalker is a better player than you'll ever be so shut up and sit down.

Posted: 25 Nov 2006, 14:43
by NOiZE
Sleksa wrote:i think 90% of people here have made their critique based on the changelog, without even trying the mod.
Sadly, I think this is truths.
neddiedrow wrote: I did play, or at least the WarC AA version, last night. Good, precisely what I expect Caydr to get to officially.

Play it people.
Best advice ever IMO
Ishach wrote: Before posting in this thread.


Consider, daywalker is a better player than you'll ever be so shut up and sit down
Quoted For Truth

Posted: 25 Nov 2006, 14:58
by bwansy
I watched the replay on UF. Great. No more weasel spammings that would otherwise ruin the whole game. :-)

Posted: 25 Nov 2006, 15:07
by SwiftSpear
I give this balance mod a C+

It does what it does very well, but it doesn't add to AA many of the roles and gameplay structures it desperately needs to become more interesting. AA does many gameplay level things fundamentally wrong IMO, and while this mod does a good job of tilting the blatantly off center stuff more towards a center where every unit has a use in it's own circumstance, it really doesn't fundamentally patch the problems with AA.

Posted: 25 Nov 2006, 15:15
by NOiZE
SwiftSpear wrote:I give this balance mod a C+
and AA2.23?

Posted: 25 Nov 2006, 15:30
by Day
I am not really aiming at solving AAs problems right now, im slowly but steadily going towards a different dirrection with it though, changing some things. But i Like AA, if i change that it wont be AA anymore.

Posted: 25 Nov 2006, 15:51
by Cabbage
I give this balance mod a C+

It does what it does very well, but it doesn't add to AA many of the roles and gameplay structures it desperately needs to become more interesting. AA does many gameplay level things fundamentally wrong IMO, and while this mod does a good job of tilting the blatantly off center stuff more towards a center where every unit has a use in it's own circumstance, it really doesn't fundamentally patch the problems with AA.
I give this comment a U (unclassified, thats worse than an F for you yanks!))

Posted: 25 Nov 2006, 16:14
by imbaczek
Consider tweaking air so it doesn't suck. Nerf AA, perhaps...

Posted: 25 Nov 2006, 16:57
by Day
v3->v4
AK speed reduced Health increased range increased damage reduced
Penetrator range increased
Fixed dgun being able to fire 3 times at once
Fixed a typo in merl health
Thunder/Shadow turnrate increased significantly
Reverted tremor damage
Zipper E costs lowered
Fixed panther speed bug
Dominator costs increased to match its increased range
Weasel/jeffy E costs lowered (for some reason it was 600ish)
luger/pillager damage increased and aoe increased ( just trying to make this unit usefull instead of removing it)
Freedomfighter/Avenger costs increased slightly
Bladewing costs reduced
Banisher range increased
Advanced solar (core&arm) E costs reduced (not 0)

Did i forget anything? :3

Posted: 25 Nov 2006, 17:15
by rattle
Yeah you forgot to remove about 200 useless units...