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Re: Balanced Annihilation V7.04
Posted: 26 Oct 2009, 13:48
by TheFatController
I just posted about that above your post.. it's a mistake and will be fixed, I wouldn't say it's an urgent issue for the time being as dragons maws were not intended to be a super weapon just less crap.
Re: Balanced Annihilation V7.04
Posted: 26 Oct 2009, 21:39
by Satirik
didn't change tasclient "script.txt" part for a while ...
Re: Balanced Annihilation V7.04
Posted: 26 Oct 2009, 22:49
by BaNa
three balance issues i think need addressing:
- Dominator range is 1210.
The Merl has a range of 1215 and costs 1.8* as much, is built in 3* the time and has 75% of the dps. It is also *much* slower and less maneuverable. The kbot counter to the dom could be the sniper, but it has a range of 900, and that extra 300 counts for a lot.
Imo doms would be bloody powerful even with a range of 1000 or 1050.
- Morty range is 850, and their speed and agility make them very good for kiting.
While the sniper is a good counter, they should lose some speed.
- Raider turret turn rate is too slow.
they fail at life.
Re: Balanced Annihilation V7.04
Posted: 27 Oct 2009, 07:35
by Wombat
lugers are cheaper/better counted for mortys than snipers
bug - u can see com under hoover trans when moving at the edge of map, also com widget shows it in trans, even when it should be not seen coz its inside (would be cool way to hide com on water maps, hoover trans needs 10 (?) torps to get killed and u make many of them to fool enemy)
Re: Balanced Annihilation V7.04
Posted: 27 Oct 2009, 11:55
by YokoZar
Wombat wrote:lugers are cheaper/better counted for mortys than snipers
bug - u can see com under hoover trans when moving at the edge of map, also com widget shows it in trans, even when it should be not seen coz its inside (would be cool way to hide com on water maps, hoover trans needs 10 (?) torps to get killed and u make many of them to fool enemy)
Or you can now make decoy comms in the amphib lab. Also shouldn't a
hover transport not be hittable by torpedos at all?
Re: Balanced Annihilation V7.04
Posted: 27 Oct 2009, 11:59
by hoijui
TheFatController wrote: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?
It was an engine bug, should be fixed in current master.
Btw, i still would like you to remove some spam from the infolog. It would be appreciated by the devs, as they have to scroll through a lot of long BA logs. Of course it is not a world ending issue, just wanted to point out again

i am mainly thinking on this part:
http://pastebin.com/f70c4dc8c
Re: Balanced Annihilation V7.04
Posted: 27 Oct 2009, 22:07
by bartvbl
List of currently "broken" models:
- The arm missile ship's missile hole texture does not go down when the missile doors close
- The arm banshee's engines get strange behaviour when the banshee is landing, and then sent to attack something nearby
- The core nuke silo's launching platform is slightly displaced (i.e. the platform on which the missile stands when it is about to be launched has a small gap between the "tube" of which the missile pops out.
Re: Balanced Annihilation V7.04
Posted: 27 Oct 2009, 22:26
by Blue_Falcon
bartvbl wrote:List of currently "broken" models:
- The arm missile ship's missile hole texture does not go down when the missile doors close
- The arm banshee's engines get strange behaviour when the banshee is landing, and then sent to attack something nearby
- The core nuke silo's launching platform is slightly displaced (i.e. the platform on which the missile stands when it is about to be launched has a small gap between the "tube" of which the missile pops out.
Wow... It's hard to believe how much detail some people see
That banshee stuff has been posted before, I think.
Re: Balanced Annihilation V7.04
Posted: 27 Oct 2009, 23:49
by bartvbl
yeah. At least I made a post on it before. Don't know if anyone else did too...
But I thought it would be nice to have it all together on a list :)
Re: Balanced Annihilation V7.04
Posted: 30 Oct 2009, 13:47
by bartvbl
I managed to fix the scripts of the core nuke, and the arm missile ship. See the attached zip file for the cob scripts :)
changelog:
- the core nuke launch platform is now in a correct position
- the arm missile ship's missile launching holes do not "jump up" anymore when the missile bay doors are closing
Re: Balanced Annihilation V7.04
Posted: 02 Nov 2009, 22:52
by Kixu
Not really sure of the balances outside this, but the anaconda arm hovercraft is cheaper, faster and more agile then its core counter-part, they do same dps but core has a fraction more hp... I realise core get more choice of hovers which may be teh reason for arm being better, but as I found out yesterday, you don't wanna get caught in convensional hover war with core vs arm. Any old timers shed some light on this?
Re: Balanced Annihilation V7.04
Posted: 04 Nov 2009, 12:40
by bartvbl
small texture problem in 7.04.
fix is easy
edit2: is this the normal way? The buildpic looked pretty much like that, so it might have seemed different in another version. In that case: my bad
EDIT:
The core banisher's missile box goes into the model when it tries to shoot
- this is a model problem: the orgin of the missile box part is not in the exact middle of the missile box part, but somewhere far down. Therefore it turns into the base wen rotated
And finally: the arm guardian has the wrong wreckage model (I think there was a different one. Correct me if I am wrong here

)
Re: Balanced Annihilation V7.04
Posted: 04 Nov 2009, 19:00
by hunterw
bartvbl wrote:And finally: the arm guardian has the wrong wreckage model (I think there was a different one. Correct me if I am wrong here

)
screen037.png
pretty sure thats the right wreckage, not that it isn't ugly as hell
Re: Balanced Annihilation V7.04
Posted: 05 Nov 2009, 00:04
by bartvbl
I moved the origin of the sleeve part in upspring to the middle of the turning axis, so now the banisher aims correctly (see the screen).
The only problem is that for some reason upspring doesn't recognise the yellow/white textures of the missiles which are in the rocket pods initially, so they have become black instead ><
I hope it helps, anyways..
About the radar texture thingie: yeah I was wrong. My bad.
Re: Balanced Annihilation V7.04
Posted: 05 Nov 2009, 12:38
by TheFatController
Thanks for your help bartvbl soon enough i'll have a convincingly long enough changelog to push 7.05 and fix the Dragon's Claw hp

Re: Balanced Annihilation V7.04
Posted: 05 Nov 2009, 16:43
by TradeMark
did you fix juggernaut yet, it cant go over dragonteeths...
Re: Balanced Annihilation V7.04
Posted: 05 Nov 2009, 19:02
by ginekolog
core's laser hover is useless. Too slow/shortraged/expensive to do any good.
Game plays very well on most other points, really.

Re: Balanced Annihilation V7.04
Posted: 05 Nov 2009, 19:04
by Gota
ginekolog wrote:core's laser hover is useless. Too slow/shortraged/expensive to do any good.
Game plays very well on most other points, really.

Oo
competitive community is officially dead.
Thx for that.
I didn't really enjoy playing 1v1s for 3 years.
Re: Balanced Annihilation V7.04
Posted: 05 Nov 2009, 21:22
by JohannesH
Kixu wrote:Not really sure of the balances outside this, but the anaconda arm hovercraft is cheaper, faster and more agile then its core counter-part, they do same dps but core has a fraction more hp... I realise core get more choice of hovers which may be teh reason for arm being better, but as I found out yesterday, you don't wanna get caught in convensional hover war with core vs arm. Any old timers shed some light on this?
Stumpy raider
Re: Balanced Annihilation V7.04
Posted: 06 Nov 2009, 15:44
by TheFatController
Gota wrote:Oo
competitive community is officially dead.
Thx for that.
I didn't really enjoy playing 1v1s for 3 years.
Noone deleted the old versions so why not play those or make your own mod and play that.