Re: Balanced Annihilation V7.14
Posted: 11 Aug 2010, 14:32
Yep, you don't pay attention to detail - but how is that a good thing
Open Source Realtime Strategy Game Engine
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Doesn't mean I don't still want to hear these ideas..Gota wrote: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.
I agree on the comwreck behavior, it should never fly across the map, and fixing land transports is a todo.KaiserJ wrote:1) return old comwrecks behavior
2) nerf vanguard HP
3) fix amphibious trans <3
then you're done... BA is complete
You really like to complain don't you. Balance is built on small things, just because you don't notice it on 8v8 dsd doesn't mean it's not something that should be considered and balanced.Jazcash wrote:Jesus, when we said "Small balance changes", we weren't being that fussy...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.
Cost increase would hurt the vanguards more than hp nerf (depending on the numbers ofc but still). Basically you make vanguards to dish out the damage, not for their high hp. If you get less damage output for your money, that's usually worse than having to be more careful with them.TheFatController wrote:Considering the DPS that aircraft and defenses can put out i'm still not convinced that vanguard needs an hp nerf, t3 should be effective and good at their jobs so maybe the vanguard is just too cheap?
You really think 10 metal is going to affect anything ... ever?Hobo Joe wrote: You really like to complain don't you. Balance is built on small things, just because you don't notice it on 8v8 dsd doesn't mean it's not something that should be considered and balanced.
Every metal is sacred.Jazcash wrote:You really think 10 metal is going to affect anything ... ever?Hobo Joe wrote: You really like to complain don't you. Balance is built on small things, just because you don't notice it on 8v8 dsd doesn't mean it's not something that should be considered and balanced.
Every metal is sacred.Hobo Joe wrote: Every metal is sacred.
Razorback is faster and an excellent raiding unit, tons of damage, amazing anti-spam, and very cheap for T3. You don't have to worry that much about it getting dgunning like you do with heavier T3 units (not vanguards though, since they're such long range)Pxtl wrote:Maybe a speed-nerf for the Vanguard? While it's technically slower than a sumo, it seems to get into firing position faster thanks to its all-terrain ability. Maybe it wouldn't seem so impossibly imba if the enemy had more time to mount a counterattack against it? It seems like Arm players haven't properly enjoyed the experience of agonizingly waiting for their units to arrive at the destination.
The damned thing also has 1.5x the armor of the Razorback. Why the hell would you *ever* build a razorback instead of one of those?
It usually won't matter much at all in most cases, which is 1 good point to change it to a more normal wreck value.Jazcash wrote:You really think 10 metal is going to affect anything ... ever?Hobo Joe wrote: You really like to complain don't you. Balance is built on small things, just because you don't notice it on 8v8 dsd doesn't mean it's not something that should be considered and balanced.
This is a design choice. It forces you to build extra labs after you hit a certain about of BT, because the effeciency starts to add up so much that opening times/exit times become a factor in buildtime, especially when building cheaper units. Andy/Day routinely build 4+ vehicle factories on Comet Catcher due to this (also because they prefers cons over nanos, which tend to cluster and their opening times are more of a factor).Jazcash wrote:Main thing that annoys me about playing naval is the slow turn circles of the units and the messy labs. I mean, units being spawned inside the lab is cool, but isn't terribly awesome for gameplay. CA spawns the units in front of the lab to avoid the problem of units taking ages to exit the lab or getting stuck.
Don't be such a moron. You could say that about anything. You could give Core a free Krogoth and Arm nothing and still scream, "JUST PLAY CORE THEN".[RRU]RockmoddeR wrote:Ba is fine. I haven't even been in a situation where I've lost a game due to slight balance tweaks. If you wanna stop vanguards, make more vanguards. If you wanna stop a sea scout rush, rush your scouts first. If you wanna have a bigger AOE for flak, spread your flak guns out. If you wanna make more tanks than your enemy, ask for resources as necessary. Yes, I know that there are still some problems, like the transport, and CORE still doesn't have any special fusions, but hey, BA plays fine, and what it really boils down to is situation analysis and reaction time. So quit whining.
Noooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooob.[RRU]RockmoddeR wrote:sea scout rush