Balanced Annihilation 5.3 is OUT
Moderator: Moderators
lordo, what is that supposed to mean, these were mainly the things that had to be changed, we are nearing a point where we feel nothing has to be changed anymore, and i also felt it would be good to release fast while we still have the time before we go back to our lazy state and wait a couple of weeks for a new release
- 1v0ry_k1ng
- Posts: 4656
- Joined: 10 Mar 2006, 10:24
Once most of the easy mexes have been claimed, it is a LOT more efficient to go for a metalmaker econ rather than attack/slowly take mex spots.NOiZE wrote:thats just not true. mexes are normally about 700 - 1000 % more effective depeding on the extraction ratesubmarine wrote:i hoped that metal makers efficiency would be decreased as well (right now ba games are often decided by mm eco not by terrain control)
The cost of defending front line positions factors into the cost of a mex. It doesnt matter if its 200 times more to build a MM than a mex if it will cost 2000 times more to get that mex in the first place.
A metalmaker econ shouldn't overshadow strategic map play.
People should note that Wolfgames and Sefidels mirrors do that to pretty much all the filesmanored wrote:Im having a problem with this version: I donwload it from unknow files, put in the mods folder and then spring continues to insisnt I dont have it...
Edit: Forget it. It was the mirror. Wolfgames and Sefidels mirrors doesnt seen to be giving the correct file.
- KingRaptor
- Zero-K Developer
- Posts: 838
- Joined: 14 Mar 2007, 03:44
True; however, building MM econ doesn't affect your opponent in any way, attacking and taking his ground is going to cost him a lot.BoredJoe wrote:Once most of the easy mexes have been claimed, it is a LOT more efficient to go for a metalmaker econ rather than attack/slowly take mex spots.NOiZE wrote:thats just not true. mexes are normally about 700 - 1000 % more effective depeding on the extraction ratesubmarine wrote:i hoped that metal makers efficiency would be decreased as well (right now ba games are often decided by mm eco not by terrain control)
The cost of defending front line positions factors into the cost of a mex. It doesnt matter if its 200 times more to build a MM than a mex if it will cost 2000 times more to get that mex in the first place.
I wholeheartedly agree.A metalmaker econ shouldn't overshadow strategic map play.
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- Posts: 272
- Joined: 30 May 2006, 17:06
That is if your attack works. It might work if you used all your resources for your attack group while your enemy built economy, defenses and a too small army. Then you may advance and capture 2 mex spots. For that, you only had to bet your whole game against time, against experience and against the very nature of the game you are playing.KingRaptor wrote:True; however, building MM econ doesn't affect your opponent in any way, attacking and taking his ground is going to cost him a lot.
No wonder nobody makes that bet. Because when you fail (when, not if), your enemy has the bigger economy, wrecks to reclaim and the edge.
- Lolsquad_Steven
- Posts: 488
- Joined: 27 Jun 2006, 17:55
- 1v0ry_k1ng
- Posts: 4656
- Joined: 10 Mar 2006, 10:24
I understand storms/thuds were made cheaper because arm has the warrior, but I think it's a little bit silly. Rocko and Storm are almost exactly the same stats except Storm is 72 metal compared to 97, and it takes less E and builds faster. I haven't look at thud/hammer but this is already kinda "whoa"
I agree, core kbots own arm kbots with these new changes. Also, not that its a bad thing, but now that flash are slower gators do a LOT better verse them, especially in small numbers.jackalope wrote:I understand storms/thuds were made cheaper because arm has the warrior, but I think it's a little bit silly. Rocko and Storm are almost exactly the same stats except Storm is 72 metal compared to 97, and it takes less E and builds faster. I haven't look at thud/hammer but this is already kinda "whoa"
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- Posts: 933
- Joined: 27 Feb 2006, 02:04
Interesting change, did you just make them cheaper / less HP / faster building and leave the workertime the same? Would it be worth adding resurrection to the L2 combat engineers now? (I assume this would have to wait for .75 where you could give them a dedicated resurrection workertime of 200 or more.)NOiZE wrote:5.3 :]changelog wrote:5.2 --> 5.3
Rez bots moved to T1 Kbots. costs adjusted.