Re: Balanced Annihilation V6.0
Posted: 06 Jan 2008, 00:18
Because core rulez and balanced annihilation is balanced. Thats all i have to say.
Open Source Realtime Strategy Game Engine
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Check for yourself: http://modinfo.adune.nl/index.php?MOD=ba60kiki wrote:Another question: I was told that Beavers were cheaper, had better slope tolerance, and better armor than the regular conbot. Is this true? If so, why build conbots when beavers are better? I havent had time to investigate this yet.
Looking it over, Beavers don't really measure up to conbots... however, a more interesting comparison is pincers vs. hammers. Once you figure that a Pincer is about 1.3 hammers in most attributes (dps, cost, armor), the Pincer looks a little expensive, a little short ranged, and really damned fast. Almost worth building a vehicle-lab on a kbot map for.Evil4Zerggin wrote: Note that slope tolerances are actually defined in MOVEINFO; the MaxSlope given to an individual unit doesn't actually mean anything.
Also, if you want to go kbots, it's probably not worth it to build a vehicle fac just to build Beavers, even if they were strictly better.
Also for beavers, they don't have access to t2 labs, and there's no point to building them unless you're using vecs on a map with useful kbot pathable hills.Pxtl wrote:Looking it over, Beavers don't really measure up to conbots... however, a more interesting comparison is pincers vs. hammers. Once you figure that a Pincer is about 1.3 hammers in most attributes (dps, cost, armor), the Pincer looks a little expensive, a little short ranged, and really damned fast. Almost worth building a vehicle-lab on a kbot map for.Evil4Zerggin wrote: Note that slope tolerances are actually defined in MOVEINFO; the MaxSlope given to an individual unit doesn't actually mean anything.
Also, if you want to go kbots, it's probably not worth it to build a vehicle fac just to build Beavers, even if they were strictly better.
That seems dumb to me.REVENGE wrote:Also for beavers, they don't have access to t2 labs
I think it's a good trade-off for being amphibic. As it also has the possibiliry to build a subpen you at least can get some T2 amphibic tanks and especially for Core it's something you really should think about because you get Crocs and Poison Arrows from a lab that costs about as much as a normal T1 lab...LordMatt wrote:That seems dumb to me.
No it isn't. The unit costs more and has slower build speed. That part is a good trade off for being amphibious. No L2 is stupid.[Krogoth86] wrote:I think it's a good trade-off for being amphibic. As it also has the possibiliry to build a subpen you at least can get some T2 amphibic tanks and especially for Core it's something you really should think about because you get Crocs and Poison Arrows from a lab that costs about as much as a normal T1 lab...LordMatt wrote:That seems dumb to me.
It acts just like a nuke or tactical missile launcher. It's a stockpile weapon where you have to order the building of each shot and when one is done you can tell as to where it should fire (there's no auto-firing). The explosion has a huge range and thus is very effective...kiki wrote:So it acts automatically, or u have to target the radars?
No, it is just a nuke that only hits radars, jammers, sonars, Dragon's Eyes, and mines. It also works on mobile versions of radars and jammers. It doesn't work on seismic detectors or advanced radar targeting facilities however.kiki wrote:Does it stealth all friendly units in blast radius? Thats wot I heard.
In fact, look in the bottom right corner under Damages for an elegant illustration of this concept: http://modinfo.adune.nl/?act=edit&side= ... 1&MOD=ba60 I suggest clicking on RADAR and MINES to get a better idea of what units and buildings are in those categories.Saktoth wrote: Its just a weapon. It does special damage of just 1 to almost everything. It does special damage of over 9000 to a small sub set of very specific things: Radars, Jammers and Mines.
I think that's not going to be possible if you want it to have access to the seas in all conditions...DZHIBRISH wrote:Please make amphibious t1 construction vehicles to be unable to climb hills.
Such a change will make kbots more worthwhile on larger maps and air as well(only if it is possible to make the amphib cons to reach underwater mexes while not being able to climb hills).
I don't like that idea...DZHIBRISH wrote:I also repeat my request to change the underwater mexes hovers can build for floating mexes.It will make hovers more susaptible to ships breaking their eco making ships more worthwhile on the longer run.
*sigh* once again, you make suggestions having no idea whatsoever why things were done that way in the first place.DZHIBRISH wrote:Please make amphibious t1 construction vehicles to be unable to climb hills.
Such a change will make kbots more worthwhile on larger maps and air as well(only if it is possible to make the amphib cons to reach underwater mexes while not being able to climb hills).