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Re: Balanced Annihilation 7.42

Posted: 24 May 2011, 17:08
by Gota
Lolz this is hardly a fundamental change to the gameplay lol...
A fundamental change would be to remove commanders or change the economy system...nerfing a few units and remove one of like 200+ units is not a fundemental game change.

Re: Balanced Annihilation 7.42

Posted: 24 May 2011, 17:10
by Masure
It's about autorepair. Does your post still applies ?

Re: Balanced Annihilation 7.42

Posted: 24 May 2011, 17:14
by smoth
Masure wrote:edit : You're talking like a game developer that put hard work in it, which I understand. Do you actualy play BA, I didn't see you ingame ?
lol cop out


I agree with Yan, these are not fundamental changes.

Re: Balanced Annihilation 7.42

Posted: 24 May 2011, 17:18
by smoth
Masure wrote:It's about autorepair. Does your post still applies ?
Double post cause copy paste on my phone is a PITA.

Does it do anything different beyond the quantity? No. So no

Re: Balanced Annihilation 7.42

Posted: 24 May 2011, 17:25
by Pxtl
The one that bugs me the most is actually one of the smallest changes - the HLT nerf. HLTs are frustrating because they're a huge investment at T1 that become completely, hopelessly worthless at T2... nerfing them further only exacerbates this. If you wanted to fix HLT porc on DSD-like maps, the best thing would be to fix the T1 artillery.

Re: Balanced Annihilation 7.42

Posted: 24 May 2011, 19:17
by SirArtturi
I'm very glad that you ruled out comnapping. It's very positive that you have taken into account the views and ideas of differing opinions. This is a huge fix. A step from regression, a reactionary status quo, towards better tomorrow! Finally I can consider coming back to play BA, and maybe I will, after the new models will be implemented aswell.

Don't put too much weight on the rant of the hot-heads, just keep up your policy of making BA better game for everyone. Comnapping is not essential part of gameplay, and the rest of the changes are definitely not so fundamental that they would deserve such rude and arrogant criticism.

Re: Balanced Annihilation 7.42

Posted: 24 May 2011, 22:44
by momfreeek
Nixa wrote:Don't hold your breath, this forum community is the most negative I've ever seen in my life and that's something that will never change :lol:
http://www.google.co.uk/search?q=worst+community+ever

PvP games' forums. I don't think this is any coincidence

Re: Balanced Annihilation 7.42

Posted: 24 May 2011, 23:14
by Wombat
on side note - i didnt see anything about pelicans in the change log. so i suppose it still cant get on small hills.

beaver - MaxVelocity = 1.49
MovementClass = ATANK3

pelican - MaxSlope = 14
MovementClass = HOVER3

i think these could be the cause, no ?

also im still waiting for camera range ;_;

there was also something else completely stupid but i forgot :(

Re: Balanced Annihilation 7.42

Posted: 24 May 2011, 23:17
by Pxtl
momfreeek wrote:
Nixa wrote:Don't hold your breath, this forum community is the most negative I've ever seen in my life and that's something that will never change :lol:
http://www.google.co.uk/search?q=worst+community+ever

PvP games' forums. I don't think this is any coincidence
Not just PVP. *team* PVP with long games and no respawning.

FPS games don't have this problem because - even with a teamplay-oriented title like TF2, the game is maybe 10 minutes tops and you've got a big team and the teammates will be shuffled if the scores get too bad.

Meanwhile, games like this involve long commitments of time for a single game, so one bad player is ruining a long period of your time. And if he's a teammate, you're counting on him and stuck with him for a long time.

So it's no wonder that RTS and DOTA-games that take the cake for bad communities.

Re: Balanced Annihilation 7.42

Posted: 24 May 2011, 23:23
by Regret
As much as I enjoyed comnapping enemies and the endless rage following, things shouldn't be so frustrating to your opponents. Especially with so little counter-play. Since now a marketable version of BA is a very real possibility, it is only wise to get rid of such elements.

It would be a good idea to make comm transportable only by its owner. Allies pick up ally comms almost always against wishes of its owner.

EDIT: sadpanda, nobody fell for the above statement :c

Can't wait for new models version! :regret:

Also please fix chickens for new BA, or at least after new models arrive?

Re: Balanced Annihilation 7.42

Posted: 24 May 2011, 23:55
by smoth
Maybe I can integrate it for them regret :)

Re: Balanced Annihilation 7.42

Posted: 24 May 2011, 23:59
by Wombat
imo, fact that com can be napped by trans is not any problem. player should be punished for not watching his one of the most important units. problem is when ppl comnap 1 bars and use them as a weapon against player who probably wouldnt make such a stupid mistake (yes im looking at you). imo, bit too 'brutal' change.

i still think 2 pulvs shooting trans which survives with like 10% hp left is stupid.

Re: Balanced Annihilation 7.42

Posted: 25 May 2011, 00:20
by TheFatController
smoth wrote:Maybe I can integrate it for them regret :)
Unless there's going to be a lobby feature for dynamic mod naming on options i'd much prefer BA chickens to be a seperate mutator so it's clear in the lobby what's being hosted.

Re: Balanced Annihilation 7.42

Posted: 25 May 2011, 00:36
by BaNa
wouldnt the naming of the battle/autohost be fairly obvious?

Re: Balanced Annihilation 7.42

Posted: 25 May 2011, 00:54
by dansan
Can someone get this version into modinfo please?

Re: Balanced Annihilation 7.42

Posted: 25 May 2011, 02:48
by Nixa
dansan wrote:Can someone get this version into modinfo please?
From Ba 7.30 the mod has been primarily written in lua. One drawback of this is that modinfo does not currently support lua based mods :(

Re: Balanced Annihilation 7.42

Posted: 25 May 2011, 07:22
by dansan
Nixa wrote:
dansan wrote:Can someone get this version into modinfo please?
From Ba 7.30 the mod has been primarily written in lua. One drawback of this is that modinfo does not currently support lua based mods :(
Is the current code available? I may look into it, when I finish another project.

Re: Balanced Annihilation 7.42

Posted: 25 May 2011, 07:30
by Nixa
Just unpack 7.42 or any BA version for that matter.

Re: Balanced Annihilation 7.42

Posted: 25 May 2011, 09:30
by dansan
Nixa wrote:Just unpack 7.42 or any BA version for that matter.
Misunderstanding (i guess) - I meant the modinfo-code. That's the one that needs adjustment.

Re: Balanced Annihilation 7.42

Posted: 25 May 2011, 09:42
by Nixa
Oh, right, talk to trademark.