Page 4 of 64
Posted: 25 Nov 2006, 17:15
by Day
200?
Posted: 25 Nov 2006, 17:23
by rattle
Dunno I made that number up but there's a lot of useless stuff in AA.
Posted: 25 Nov 2006, 17:24
by Day
that doesnt really help me
Posted: 25 Nov 2006, 17:31
by rattle
Never mind I generally dilsike AA so eh go on with your thing

Posted: 25 Nov 2006, 17:52
by Foxomaniac
Allow spybots to reclaim stuff again - I loved punching a hole in a fortified fortress to get a load of units through the backdoor.
Posted: 25 Nov 2006, 18:32
by DemO
Hmm, a lot of buffs with hardly any nerfs, is this to try and make kbots more viable and air more effective against the standard guy that goes cars?
Posted: 25 Nov 2006, 18:35
by Day
t1 air more effective in general
Posted: 25 Nov 2006, 18:51
by DemO
Fair enough, but l1 bombers are serious win already.... I dont think they need a buff IMO. Increased turn rate will let them bomb far more, have you tested it?
Posted: 25 Nov 2006, 19:29
by Day
yes i tested it and the turnrate doesnt really make as much of difference as i had hoped, reverting their health though
EDIT: for all you dragonsteeth whiners its the same as before caydr changed them so heavy units crush them!
Posted: 25 Nov 2006, 21:47
by Hellspawn
Hmmm... I dont like solar costing no E and increased lvl 1 artilary range. But yeah I haven't tried yet, no time.
Quick question, are hlts still useful?
Posted: 25 Nov 2006, 22:47
by jackalope
rattle wrote:Never mind I generally dilsike AA so eh go on with your thing

then why butt into this thread in the first place? lol.
Posted: 26 Nov 2006, 00:48
by rattle
To increase the post count of course. I do like AA replays though, I just suck at playing it (or anything else) and don't have as much fun as you guys apparently.
Posted: 26 Nov 2006, 04:27
by Neddie
rattle wrote:Yeah you forgot to remove about 200 useless units...
On a side note, rattle, I've only ever found twelve useless units in AA... and those were probably only useless as I never experimented enough with them.
Posted: 26 Nov 2006, 05:02
by Forboding Angel
ya know, on a side note.
Daywalker is arguably one of the best ta/aa/whatever players in spring atm.
Add to that the fact that he actually has a brain.
Give him a shot. I do however find it mildly funny about the AA players tearing each other apart over this.
BTW day, if you truly want to balance TA. I would suggest starting from the VERY bottom up. As in what unit you want to accomplish what purpose and how. Start with kbots, then go to vehicles, then factor in the defences. After all that throw Air in the mix. It wouldn't hurt to remove redundant units or change them to a non redundant purpose.
Posted: 26 Nov 2006, 05:43
by SwiftSpear
Forb hit the nail on the head here. What day has done is a signifigant improvement to AA rebuilding the universal unit viabilities that were so cool in the old versions simply by fixing the low level unit to unit balance. It works very well. But if you really want to do something brilliant a large amount of rebuilding is necessary.
Posted: 26 Nov 2006, 10:29
by rattle
neddiedrow wrote:rattle wrote:Yeah you forgot to remove about 200 useless units...
On a side note, rattle, I've only ever found twelve useless units in AA... and those were probably only useless as I never experimented enough with them.
Uh... I found the tech 4 stuff to be entirely useless as well as some of the advanced defensive buildings (screamer for instance). They're not useless but can ruin a game and make players porc. But I'm a bad RTS player in general... so don't give too much on my opinion.
Yeah I fully agree with Forb and Switft as well.
Posted: 26 Nov 2006, 14:50
by 1v0ry_k1ng
AA balance really does need to be re-done though. there has been so many +10% and -8% and so on changes to every unit, the metal cost/hp, metal cost/dps, speed dps scale has been completely boned. there are probably about 10 haxx units ast any given time, people just dont know about them until they get discovered and abused. AA balance in the past was generally
1) If a unit is too weak, buff health or dps by a decent sounding number%
2) If a unit has been declared OP, nerf it so it is no longer any use
in its intended role
everything has been mishmashed so much. sometime int he future im hoping someone pro sits down, removes the M and E costs from every unit, and then balances the units costs slowly and accordingly using tests and vet imput.
but of course that'll never happen.
BOTA gets one thing right: l1 should be more cost effective than l2. l2 = high damage for cost, low health for cost, so needs to be mixed with l1.
Posted: 26 Nov 2006, 15:10
by Ishach
What exactly is so horribly imbalanced about AA that it needs to be reevaluated from the ground up.
Every unit has its role, just because one unit is built over others dosent mean the others are useless.
Posted: 26 Nov 2006, 16:26
by tombom
Ishach wrote:What exactly is so horribly imbalanced about AA that it needs to be reevaluated from the ground up.
Every unit has its role, just because one unit is built over others dosent mean the others are useless.
It doesn't need to be, it just might be nice to make a proper design.
Problem is one of two things would happen
1) It would turn out almost identical to current AA
2) It would be so different to AA no-one would play it
Posted: 26 Nov 2006, 17:10
by ginekolog
GREAT, i have been waiting for this, balanced AA. Day u made good changes, ty. I ll play only this now
