Balanced Annihilation V7.14 - Page 4

Balanced Annihilation V7.14

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Jazcash
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Re: Balanced Annihilation V7.14

Post by Jazcash »

Hobo Joe wrote: BA was developed for 1v1 before 8v8DSD became the new big thing.
I know, and BA has evolved into 8v8 ghey fests so it should be changed accordingly.
Hobo Joe wrote: Meh, I don't think it's as bad as you make it out to be. Maybe increase their E and M cost and maybe buildtime slightly. Whenever I see a game completely turned around by bladewings is when the other person didn't counter at all.
You can't counter Bladewings unless you have a shitload of M and a lot of time.
Hobo Joe wrote:
Jazcash wrote:Again, nice "small balance" suggestion there.
Lol? It's not a balance suggestion.
Exactly.
Hobo Joe wrote: Nothing more than small balance changes are going to happen.
JohannesH wrote: And Jaz, why not try to rape some good players with bwings if they are so great? Why arent you using them every game? Or provide some high level reps that'd prove your point?
Because I like to vary which factions I play. When I play Core, most games I make blades if they're longer than 10 mins.
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Hobo Joe
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Re: Balanced Annihilation V7.14

Post by Hobo Joe »

Jazcash wrote:
Hobo Joe wrote: BA was developed for 1v1 before 8v8DSD became the new big thing.
I know, and BA has evolved into 8v8 ghey fests so it should be changed accordingly.
No. First rule of game balance is to NEVER balance around people who don't know what they're doing, and ESPECIALLY not around uncoordinated teams.

They're just that - noobs and uncoordinated. They don't care if the game is finely balanced and tailored to the the way they play the game, and if you balanced it around them it would inevitably ruin any other kind of play. See: All games that are balanced around low-level play.
HectorMeyer
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Re: Balanced Annihilation V7.14

Post by HectorMeyer »

I don't understand this 8v8 vs 1v1 discussion, which units need to be "balanced differently"?

Right now, the only controversial unit being discussed is the commander, and, looking at the current or old discussions, there is no conflict between a suggested 1v1 commander and 8v8 commander. Some potential changes like removing wreck don't even effect 1v1 play at all. And I can't think of many ideas which would promote 1v1 but hurt 8v8 play, or the other way round. For example, I think more commander health would improve gameplay in both cases.

Btw I think most some 8v8 games are coordinated pretty well, it's really fun to push the basin together with a few teammates, and getting T2 support just when you need it. Although, yeah, a properly "coordinated" 8v8 would probably include way more resource pooling at the start and other stuff.

Biggest problem right now in 8v8 are inexperienced or untalented players ruining balance, but right now we just have to deal with it. I think the BA development should focus on getting a BA website up (forum, wiki, news, tourneys etc.), and then on implementing a proper ladder, reflecting true skills based on a win/loss ratio system.
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Gota
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Re: Balanced Annihilation V7.14

Post by Gota »

HectorMeyer wrote: I think the BA development should focus on getting a BA website up (forum, wiki, news, tourneys etc.), and then on implementing a proper ladder, reflecting true skills based on a win/loss ratio system.
I ma sure the BA dev team is already on it.
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Hobo Joe
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Re: Balanced Annihilation V7.14

Post by Hobo Joe »

nobody would play an 8v8 ladder
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SirArtturi
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Re: Balanced Annihilation V7.14

Post by SirArtturi »

Hobo Joe wrote: No. First rule of game balance is to NEVER balance around people who don't know what they're doing, and ESPECIALLY not around uncoordinated teams.

They're just that - noobs and uncoordinated. They don't care if the game is finely balanced and tailored to the the way they play the game, and if you balanced it around them it would inevitably ruin any other kind of play. See: All games that are balanced around low-level play.
So you are arguing that balance should be done only based on empirical data, that consists of replays and player experiences of those games, which are played only by players who are considered as "pro-gamers?"

Interesting approach, very reasonable. However, It's very hard to create and test this kind of setting, because it would need various maps and various team sizes and various rounds to create results provable and plausible enough. Plus, I't would be hard to find enough equally matched pro-players. But I agree with you in common.
You should start collecting this data :)

Thats why all the suggestions here are just based on experiences. I've played and spectated over 1000 hours of this game. Since there is no better evidence than experiences and unit statistics, I'd consider my observations based on my experiences plausible enough to make some conlusions - or at least some observations.

It's hard to say which units are OP, but what can be said is units that are barely used on any sized serious games:

-t1 arty
-t2 merl/diplomats
-t2 fido, crawling bombs, spiders
-t2 blades (flakresistant gunships)
-juno
-heavy plasma cannons
-HLLT
-fusion decoys
-commander decoys (lolunit, becuase who wants to decoy something worthless?)
-long range missile towers (screamer/mercury)
-emp launcher
-juggernauth (lolunit)
-asssault transports (lolunit)
Hobo Joe wrote:
Comnapping is fine, the com can kill 1 trans standing still before it even reaches him, and if there are multiple trans and he doesn't have AA or isn't paying enough attention to move, he deserves to get napped. It's an RTS, you need to pay attention.

TBH most of the complaints in this thread that are bigger than minor balance changes are things that are only problems in 8v8 games (mega porc nuke/t3 rush[which can and should be countered by the techer on the other team]), or things that are only problems for people who lack the ability to micro or counter(comnapping, bladewing rape, get aa and pay attention). With the exception of naval play BA is very solid and only needs small balance changes, everyone else just sounds like they want it to be a completely different game.
Comnappin isnt absolutely fine. Not enough AA argument may feel rational but at least questionable in those circumstances, where building aa is impossible and economically expensive. You just cant have aa everywhere. Paying attention to movement argument is also reasonable but same restrictions applies to this as mentioned before: You cant watch your commander all the time and making lua to do this for you is cheating.

Comnapping regardless these arguments is still a lousy tactic. Most of the people agree with this, except ofc regret and some noobs who just discovered it. I just dont understand why you need to defend it with arguments like "play better." Why cant this just be fixed and then "play better" in the actual game.

I'm not suggesting major changes. Imo these changes discussed here honestly are quite minor and their purpouse is to make OP units less OP and UP less UP. The units I listed above, could be more usable just by making minor changes - only couple numbers.
HectorMeyer wrote: Right now, the only controversial unit being discussed is the commander, and, looking at the current or old discussions, there is no conflict between a suggested 1v1 commander and 8v8 commander. Some potential changes like removing wreck don't even effect 1v1 play at all. And I can't think of many ideas which would promote 1v1 but hurt 8v8 play, or the other way round. For example, I think more commander health would improve gameplay in both cases.
Theres conflict with 1v1 and 8v8 commander because most 1v1 matches are com ends game, which makes commander most important unit in your game even though it might had no actual use in the battle. On the contrary, in 8v8 commander = metal, or a bomb after losing its viability in the battlefield.

By reducing comwreck metal, com explosions and reverting commander wreck flying physics you'd have fix for 8v8 but leave the 1v1 gameplay untouched. So simple...

Though this still not fix the issue commander being pretty useless after 10 minutes of the game...
Last edited by SirArtturi on 10 Aug 2010, 16:20, edited 1 time in total.
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Pxtl
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Re: Balanced Annihilation V7.14

Post by Pxtl »

I think the big problem with comnapping is that it's so disproportionate. Either it's it-worked-you're-farked or it-failed-now-my-air-lab-is-worthless. All or nothing. Whereas a raiding game involving L1 air could be prolonged, could have some good hits and failures, etc. the comnap game is just a complete gameplay singularity.

I wouldn't shed a single tear if com-transporting was moved to L2, but I know that's never going to happen in BA.

And you can't reduce commwreck metal. Then the comm is too useful as an offensive unit. Commwreck metal means that, if your comm is going to die, it needs to die near home.

The three features of the BA comm - dgun, commwreck, and nukedeath, are all interconnected. You can't take away one of them or the comm gameplay falls apart like a house of cards. That's why I like the CA comm that takes away all 3.
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SirArtturi
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Re: Balanced Annihilation V7.14

Post by SirArtturi »

Jazcash wrote: Firstly, DSD8v8 is the most popular type of game in history of Spring. To develop BA for 1v1 or small games is just being hopeful. BA should be developed for what people play it for which is usually big team games with lots of tech. That's what the nubs like to see and that's what they'll get. People are obviously not going to stop playing with 16 players on a map designed for 10.
We have Senna's mapmods for that audience who enjoys teching and dsd/greenfields porcfest. No need to change the BA in that direction Imo.
Regret
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Re: Balanced Annihilation V7.14

Post by Regret »

SirArtturi wrote:Comnapping is compeletely different issue. I can't give very good ideas to fix that. It's very lousy and lame tactic in any kind of game. Arguments for it are just despicable and blatant. And then arguments like "Why don't you get an anti-nap widget noob idiot?!?" "Dont whine It's your problem!" - O sancta simplicitas - are just ways to say you are wrong and im right, while giving an idiotic solution to squirm around the problem and justifying the lame action. Why the hell I should install an external widget for a problem, or a broken game "mechanic," or an "abuse," that could be fixed inside the actual game?
There needs not to be an argument for it, commnapping is simply part of BA gameplay as is unit movement.

If it was possible, such external widgets as you describe would be restricted from use.
SirArtturi wrote:Comnapping regardless these arguments is still a lousy tactic. Most of the people agree with this, except ofc regret and some noobs who just discovered it. I just dont understand why you need to defend it by arguments like "play better." Why cant this just be fixed and then "play better" in the actual game.
I will not tolerate this kind of argumentation*. Consider this your first and last warning. Slander will not be tolerated either.

*Saying something is "lame" or "noobish" as a justification for it being a problem is not a valid argument.
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Pxtl
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Re: Balanced Annihilation V7.14

Post by Pxtl »

-t1 arty - yes, this is UP, and TheFat has been buffing it very gently. Imho, the problem comes from the fact that it's just too easy to stomp any L1 defense with Stumpies, making the L1 arty just too slow to be useful. Also, it only barely outranges the HLT, so you can't really defend it - it has to stand out front and get raped by the enemy units that come out to rescue their HLT... and the HLT is its sole reason for existence, as the Samtrucks can handle any lesser ranged threats.

-t2 merl/diplomats - these are useful on high-elevation maps for attacking upwards - iirc, you can use T1 air transports to put them in position since they move so slow.

-t2 fido, crawling bombs, spiders - fido went through many balance changes, as did crawling bombs. They're too easy to OP, so they stay slightly UP rather than screw up the game.

-t2 blades (flakresistant gunships) - yeah, these are kind of looking for a purpose. They aren't really flak-resistant, and in teamgames you usually have a T2 fighter-screen anyways so flak isn't seen very much.

-juno - again, TFC has been gently buffing this every version. It may be like mines - a weird unit that people just have trouble using effectively, not necessarily ineffective at its job. It's kind of a holdover from AA's more artillery-oriented days - take out the jammers to give your arty radar targets to blast.

-heavy plasma cannons - this is deliberate. BA is not an artillery game, so artillery-oriented gameplay is left for special cases.

-HLLT - yes, it's outright pointless.

-fusion decoys - a strange unit, not an ineffective one.

-commander decoys (lolunit, becuase who wants to decoy something worthless?) - that's because you're playing game-ends.

-long range missile towers (screamer/mercury) - these get used in super-porc games very frequently. They're not spammable, but they're good in a few key spots.

-emp launcher - again, weird unit isn't necessarily ineffective, just too wierd.

-juggernauth (lolunit) - all T3 is lolunits
-asssault transports (lolunit)

All T3 units are lolunits.
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SirArtturi
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Re: Balanced Annihilation V7.14

Post by SirArtturi »

Pxtl wrote:I think the big problem with comnapping is that it's so disproportionate. Either it's it-worked-you're-farked or it-failed-now-my-air-lab-is-worthless. All or nothing. Whereas a raiding game involving L1 air could be prolonged, could have some good hits and failures, etc. the comnap game is just a complete gameplay singularity.
The thing is that Air needs to be risky choice because in other ways it's just superior - Like in real world. Having transports in L1 seems to have this kind of filling and fixing option alongside bombing and airsupremacy.
Regret wrote:
SirArtturi wrote:Comnapping regardless these arguments is still a lousy tactic. Most of the people agree with this, except ofc regret and some noobs who just discovered it. I just dont understand why you need to defend it by arguments like "play better." Why cant this just be fixed and then "play better" in the actual game.
I will not tolerate this kind of argumentation*. Consider this your first and last warning. Slander will not be tolerated either.

*Saying something is "lame" or "noobish" as a justification for it being a problem is not a valid argument.
You are right I kinda falled into same argumentation fallacy I tried to point against earlier...

Edit: Oh... Are you serious. Am I slandering you here? Making false accusation? But wasn't it you who used to win FFA's by comnapping noobs and dropping them to enemies? Wasn't it you who so loudly defended for all the comnapping?
Regret
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Re: Balanced Annihilation V7.14

Post by Regret »

SirArtturi wrote:Edit: Oh... Are you serious. Am I slandering you here? Making false accusation? But wasn't it you who used to win FFA's by comnapping noobs and dropping them to enemies? Wasn't it you who so loudly defended for all the comnapping?
I was referring to the attempt to discredit arguments for commnapping by assuming that they are made by only "noobs" and specifically me, which I consider a personal attack by specifically grouping me with the hypothetical "noobs" to portray me pejoratively in order to get your point across. Let's not have this devolve into a petty fight, stay on topic and PM me if you have an issue with me.
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Gota
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Re: Balanced Annihilation V7.14

Post by Gota »

Regret wrote:
SirArtturi wrote:Edit: Oh... Are you serious. Am I slandering you here? Making false accusation? But wasn't it you who used to win FFA's by comnapping noobs and dropping them to enemies? Wasn't it you who so loudly defended for all the comnapping?
I was referring to the attempt to discredit arguments for commnapping by assuming that they are made by only "noobs" and specifically me, which I consider a personal attack by specifically grouping me with the hypothetical "noobs" to portray me pejoratively in order to get your point across. Let's not have this devolve into a petty fight, stay on topic and PM me if you have an issue with me.
PM sent ;)
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Yuri
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Re: Balanced Annihilation V7.14

Post by Yuri »

The weird point with fusion decoys is that ARM has both: the decoy and the cloackable one.
At least give CORE one of 'em and make proper model for it.
{my 2 cents}
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Pxtl
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Re: Balanced Annihilation V7.14

Post by Pxtl »

Yuri wrote:The weird point with fusion decoys is that ARM has both: the decoy and the cloackable one.
At least give CORE one of 'em and make proper model for it.
{my 2 cents}
Yep. Core used to have a cloakfus. It would make sense for one faction to have a cloak and the other to have a decoy... or... y'know... something. If you're going to argue the extreme "but cloaking isn't core", remember that Arm has no shortage of heavily armoured units.
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albator
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Re: Balanced Annihilation V7.14

Post by albator »

I wont argue about what is the core of BA (com behaviour) and why it is so fun and balance so well the game (com explosion kinda kill ennemy unit "balancing" the game ):

I would like to propose some package I think could be discussed separatly:

Of course, most of the suggestion come from old PA, since at that time some BA player (not the retard ones) spend some time to think and test unit in 1vs1, small game, 8vs8, but especially in FFA

Package 1
- Reverse E cost change of panther (arm t2 raider+AA)
- Reverse E cost of croc (small core amphib t2)
- Reverse Goliat to old HP (7000)

WHY ?

-panther is too cheap for raider + good AA
-an amphib tank should not be better that a normal tank (repear) : you have to pay this ability
- Rush T2 goliat is too op back to 7000 hp (this have to be compared latter with vangard (alias the most unba unit of BA)
reminder:
-vangard (18k hp for 3k metal cost, plus all-terain ability plus huge range)
-goliat (7k hp, for 1.5k metal cost )



Package 2
T1 unit: almost everything is perfect

- Weasel +5% Max speed
- Raider -10% buildtime or/and increase shot velocity by 10%
- Stumpy -4% hp
- Warrior -8% buildtime
- Shellshocker, Wolverine decrease flight time of art shell by decreasing angle to 45o, increase range and hp 10%

WHY ?

for medium tanks, this is my feeling with number, I paste from a previous post:



Let me remind you the raider cost +27% energy wrt rstumpy and requires more build time (+14%), which means when a front begins to open and metal is flooding from both side, the stumpy spam will be (at same E production) 10 stumpy vs 13 raiders.

And this basic number does not take into account the fact that since the buildtime is higher for raider, you have to make more build power to be able to spamm at the same rate than the stumpy, and still with a +27% energy drain wrt stumpy. And guess what build power (nano) cost a lot of energy to be created, that means you have to build energy before starting to make nano (which the only purpose is to catch up the equivalent build power of the stumpy creation equivalent). This time to create energy (can be adanced solar/ windmill) and nano roughly increase the energydrain of more 20% (
If arm is at 4 nano, u need one more nano (ok two third of it) : 1 nano + 1 advanced solar (to make before the nano) : 7k E: If you make an average over 10 raider, this is 7k/10 = 700E (3.3k/0.7 = 21%) , ofc the longer it lasts the better it gets, but during the first minute, ou lose much more than 21%)

At the end, the energy drain is ~50% higher when u are unlimited in metal. (And since stumpy is faster, it can reach the wrecks and secure the metal faster btw)

Conclusion: I really dont care that stumpy, even for a cheaper metal cost and buildtime cost is faster, more manoeuvrable and win in 1vs1 against raider (metal equivalent speaking), but this +27% energy is insane and make of the raider, the only unit which is the answer to this question:

If you have the choice to build any unit of BA at one time (arm, core, t1;t2,t3, air/kbot/veh/...) which ones will you never build because they is one which better in 100% (not 99%) situation and cost less E/M/BT. Now you know the most obvious one
Package 3

Prevent huge game sums up with who a the biggest fighter screen: it is surely not perfect but it is a good start

- Flakker/Cobra +25% dps
- Copperhead, Phalanx, Archangel, Manticore +5% range
- Archangel +20% dps

also long range t2 AA is kind of useless atm, i agree with any suggest since it suck to much for cost.
Package 4


T3 : I am not able to find the old log of PA about that: but to sum up, the main idea are:

- krog : +10% hp
- jug : +10% speed, -20% bt
- vangard : remove kite ability , reduce hp -20%
- catapult : nerf it in a way
- bantha : increase cost
- karganet : ?
- shiva :?

WHY

- krog sucks
- jug is good but, it takes to long to arrive
- vangard (18k hp for 3k metla cost, plus allterain ability plus huge range has hp/metal_cost ratio of a tank unit with the range and the dps of support unit









Package 5


If there is only one unit that should be add, it would be mobile shield : It will allow you to still attack rather than getting out of range of berta and eco to get biggest fighter screen.





The thing I disagree the most about what have been said: bluff in any way blades:
- first only pure arm player thing that, and that is for a reason: they are not able to make anything else that stumpy:
- plus, if you thing about it, core is supposed to own in brutal front assault since arm ahve better raiding abilities, how ever:
- janus fire above wreck
- stumpy are far better than raider (and still will be with the package 2),
- 2 flash can kill 1 raider and still be alive, gathor cannot kill stumpy.

-> in brutal assault, arm still prevails, the only reason some player still play core in flat open t1 veh map is blades, remove that and everyone will turn arm...
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Gota
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Re: Balanced Annihilation V7.14

Post by Gota »

BA dev is TFC,his sidekick is Regret,end of story.
Nobody is gonna implement your ideas....make your own mod or join an existing one.
Who is suppose to do what you ask Albator?
You don't wanna do it (or you would have already) why do you think anyone else does?

go play DSD and be happy or stop playing Spring or go play some other mod.
most BA players are perfectly happy with BA, most of them also dont post here.
You want your own small game with some specific balance go make it and persuade people to play it.

You yourself refuse to play anything else that is a bit different from BA yet you want others to accept what you are offering.
There have been 2 attempts by a group of "leet players" to create a BA balance tweak,the latest of these 2 was PA,both failed.

Play XTA,play SA,play NOTA,play that DSD mod....
Fact is you want someone to customize you a TA mod and than you want to force the majority of the community to adopt it even thought most of it likes BA as it is.
Ba has never been a "community mod" that was stripped out after AA was taken over by the WarC clan and turned into "BA".
At that point Noize became it's sole owner and that ownership was passed to TFC.

Fact is most or all of you like the way BA is dealt with otherwise you would want someone else to take dev.
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Hobo Joe
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Re: Balanced Annihilation V7.14

Post by Hobo Joe »

SirArtturi wrote:
Hobo Joe wrote: No. First rule of game balance is to NEVER balance around people who don't know what they're doing, and ESPECIALLY not around uncoordinated teams.

They're just that - noobs and uncoordinated. They don't care if the game is finely balanced and tailored to the the way they play the game, and if you balanced it around them it would inevitably ruin any other kind of play. See: All games that are balanced around low-level play.
So you are arguing that balance should be done only based on empirical data, that consists of replays and player experiences of those games, which are played only by players who are considered as "pro-gamers?"

Interesting approach, very reasonable. However, It's very hard to create and test this kind of setting, because it would need various maps and various team sizes and various rounds to create results provable and plausible enough. Plus, I't would be hard to find enough equally matched pro-players. But I agree with you in common.
You should start collecting this data :)
Oh, I'm not saying it's easy or fast. It's one of the things that makes game balance so tricky - it's easy to get skewed results by varying skill levels and unequal matchups. But in the end, a game will always be better for all groups if it's balanced for the group that is equally matched, highly coordinated, and very skilled. This makes it especially hard for a games in a community like spring, where the general playerbase is not only very small, but very fragmented, there are very very few arranged team games between closely matched and highly skilled teams. This is why the slow balance approach that XTA/AA/BA have taken have been a very slow progression, trying to make very good balance and not being disrupted by little fads and other various scenarios that can make it seem unbalanced.

This is true of all games - ones that are balanced for low-level play are always shit for high-level play, and in order to have very good high-level play it's a long process that usually takes years, even for a popular game. I've had experience trying to play competitively on games where the developers insisted on keeping the game "accessable"(read, easy and badly balanced), rather than balancing it around the players who knew what they were talking about, and this even extended to the community plugin developers, and the end result is always stagnation. The community dies out as the noob/pub group moves on to another game, and the competitive players leave because balance is not improved.

And the opposite is also equally apparent - Quake, CS, Starcraft, DoTA - some of the biggest competitive games out there, all balanced around top-level play, and it's immediately obvious. The purpose of balance is to remove random elements and cheese tactics so that you're left with simple skill(speed, reflex), and strategic thinking.
SirArtturi wrote:Thats why all the suggestions here are just based on experiences. I've played and spectated over 1000 hours of this game. Since there is no better evidence than experiences and unit statistics, I'd consider my observations based on my experiences plausible enough to make some conlusions - or at least some observations.

It's hard to say which units are OP, but what can be said is units that are barely used on any sized serious games:

-t1 arty
-t2 merl/diplomats
-t2 fido, crawling bombs, spiders
-t2 blades (flakresistant gunships)
-juno
-heavy plasma cannons
-HLLT
-fusion decoys
-commander decoys (lolunit, becuase who wants to decoy something worthless?)
-long range missile towers (screamer/mercury)
-emp launcher
-juggernauth (lolunit)
-asssault transports (lolunit)
I agree with most of these, except maybe fusion and com decoys and emp launcher - they're rarely used, but not because they're not useful. EMP launcher especially, when it's used it's devastatingly effective - it has no direct counter and freezes a moderate radius for an entire minute. Perfect for freezing an anti-nuke or a plasma shield, or simply freezing the front line-defense(although spy is better for this in most cases). Juno however is fine I think, perhaps a slightly faster firing time(missle move speed), but it's a niche counter for things that aren't built very often, but what it does, it does very well, I think.

T1 arty needs to be slightly faster and have slightly more range, merl and diplomat just need faster move speed, maybe slightly lower cost. Fido is pretty close to balanced but it's outshined by more specialized units(sniper for range, mav for harrass), I think slightly faster fire rate might help with this. Blades are basically only useful for defense because their cost doesn't justify building them over brawlers, even when the enemy has a decent amount of flak AA. HLLT is pretty pointless since it's more or less equal to two LLT's, imo it should be replaced by something like the immolator, similar to the beamer in some ways but different in others. Long range missile towers just need a slightly faster firing speed, I think they're mostly fine. Assault transports usually aren't useful but they have a few tricks that can be very effective when used right, such as cliff placement. As for the jugg, I think it was just supposed to be a joke unit anyway. :P
SirArtturi wrote: Comnappin isnt absolutely fine. Not enough AA argument may feel rational but at least questionable in those circumstances, where building aa is impossible and economically expensive. You just cant have aa everywhere. Paying attention to movement argument is also reasonable but same restrictions applies to this as mentioned before: You cant watch your commander all the time and making lua to do this for you is cheating.
You don't have to have AA everywhere to avoid comnapping, just around your com. 1 or 2 defenders or decent awareness of your com is enough to easily avoid comnapping. I got comnapped yesterday, but I didn't bitch about it because it was my fault - I was playing a forward com without AA and wasn't paying attention, and it got me killed, exactly how you would expect it to turn out.
SirArtturi wrote:Comnapping regardless these arguments is still a lousy tactic. Most of the people agree with this, except ofc regret and some noobs who just discovered it. I just dont understand why you need to defend it with arguments like "play better." Why cant this just be fixed and then "play better" in the actual game.
I don't see how it's any more 'lousy' than perfectly legit tactics like bladewing or stumpy spam - it's easy to do and easy to counter.
SirArtturi wrote:Theres conflict with 1v1 and 8v8 commander because most 1v1 matches are com ends game, which makes commander most important unit in your game even though it might had no actual use in the battle. On the contrary, in 8v8 commander = metal, or a bomb after losing its viability in the battlefield.

By reducing comwreck metal, com explosions and reverting commander wreck flying physics you'd have fix for 8v8 but leave the 1v1 gameplay untouched. So simple...

Though this still not fix the issue commander being pretty useless after 10 minutes of the game...
You know, there are game sizes between 1v1 and 8v8. Lets not ignore the 2v2-5v5 games, coms aren't abused in those games(very rarely, at least), and the changes you're suggesting would change things drastically for those.

SirArtturi wrote:We have Senna's mapmods for that audience who enjoys teching and dsd/greenfields porcfest. No need to change the BA in that direction Imo.
Mega agree
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JohannesH
Posts: 1793
Joined: 07 Apr 2009, 12:43

Re: Balanced Annihilation V7.14

Post by JohannesH »

I guess I'll write soemthing down too, what feels off w BA.

I really agree with the t2 tank reverts, or at least that something should be done to those 3 units. They were all good useful units before, now they make other tanks (both t1 and t2) look bad in comparison in so many situations...

Especially croc is problematic, it's just a good decent tank on flat lands, but then it's so versatile... Bring in some hills or water, and it suddenly rapes almost anytihng yuo have at that point in the game, in such terrain.
It really limits a mappers options, when having a lake in which you can make an amphib lab means gives core such a significant advantage. Remove at least the speed boost, maybe some of the reduced cost as well... It was a good unit before the huge buff too, could kill stumpy of its cost if microed.

Goli Hp buff might not seem such big of a change, but it's really such a unit that it wins or loses a battle by barely staying alive or barely dying, the extra hp turns battles like that so much more often in the favor of the goli guy. It might not have as much hp per cost as a reaper for example, but often it's more beefy in practice anyhow, since you retain all of its huge dps until its dead. It also repairs at a nice speed.

Panther is just panther... On any open map, it kinda rapes.


Also jeffy wreck is really small compared to jeffy cost, 15m and 29m. Compare to weasel for example, 16 and 24 (yes bigger than jeff wreck)... wreck being 2/3+ of m cost seems pretty standard for any units, I don't see why jeffy shouldn't be more in that line too. Having small wreck just really encourages being aggressive with them, there is quite small defenders advantages vs scouts to start with.
If the wreck was upped to ~20m, it still wouldn't noticeably affect almost anything besides the times when somebody really keeps attacking with mass jeffy, leaving dozens of wrecks, which usually makes for short and kinda disappointing games. In any case jeffy harass would still be very useful.

And maybe vanguard hp could be lower... T3 doesn't matter so much in any case though, I don't see it almost ever with games with good players only.

IMO those t1 unit changes (albas package 2) aren't necessary, it's pretty balanced really in t1 combat... Depends on the map played, which side is stronger, so leave that to mappers responsibility in the future as well instead of making the factions too much more similar.

And some units like t1 arty, guardian, long range aa etc... They have some niche uses, and I don't think it'd make the game better if those were seen very often.

About t2 gunships... Rapier and blade have shit accuracy, when they're moving or shooting at a moving target. And would probably be good to remove the special reduced damage of gunships vs flak - flak veh rapes gunships anyway, you don't really want to fight that battle with gunships either way. At least for the blade which shouldn't suck as much vs flakk...

Oh and t2 is still way too rare, on most maps with good players, I still like the idea of giving the fac more buildpower. bp to 500, 600, or so, you could save a bit on making fewer nanos when making units out of it. But wouldn't help a person who reclaims their lab for metal at all. It's just such a huge investment that only gives benefit a while later, it's so much safer to get more t1 labs+nanos instead. I fail to see how this would be a more fundamental change to the game than changing the cost of a unit - lab is something you build only once giving a 1-time boost, a cost change of a unit often makes a bigger difference, when you can save 10000s of E eventually, due to just a small cost change of some popular unit.


And isn't it pretty obvious that it's better to listen to good players when balancing? A bad player doesn't lose because of game imbalance, he loses due to lack of skill - this could be fixed if he listened to better players advice. While the same could be said of good players as well (don't cry about balance, just use better the options you have), they at least have a better picture of what strategies are useful, what works on which type of map, why some options are rarely used...
But in the end when it comes to specific changes, it's also about preference how the game should be, not just about knowledge, that this or that would make the game more "balanced". Suggestions of bad players often just tend to have crazy side-effects they don't see (like removing commwreck, for 1 example).
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Jazcash
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Joined: 08 Dec 2007, 17:39

Re: Balanced Annihilation V7.14

Post by Jazcash »

JohannesH wrote: Also jeffy wreck is really small compared to jeffy cost, 15m and 29m. Compare to weasel for example, 16 and 24 (yes bigger than jeff wreck)... wreck being 2/3+ of m cost seems pretty standard for any units, I don't see why jeffy shouldn't be more in that line too. Having small wreck just really encourages being aggressive with them, there is quite small defenders advantages vs scouts to start with.
If the wreck was upped to ~20m, it still wouldn't noticeably affect almost anything besides the times when somebody really keeps attacking with mass jeffy, leaving dozens of wrecks, which usually makes for short and kinda disappointing games. In any case jeffy harass would still be very useful.
Jesus, when we said "Small balance changes", we weren't being that fussy...
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