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Posted: 25 Jan 2007, 04:16
by Saktoth
Fix EMP launchers problems (bad accuracy, and commandfire seems buggy)(Would be nice if someone could fix that for us.)
Ill get on this, see what i can do.
If you guys dont have the time to do the changes, i am sure there are heaps of people who are more than willing to contribute to BA. Just tell us what needs to be done.
#1 Recluse Rkt-Spider = pretty inneffective unit it seems, armor is too weak to sustain an attack against any defended position or otherwise, DPS is fair but also feels lacking.
-1. Stick this up on a high mountain and it rains death down on all below from its inaccessible position. Its not a front line unit. You just need the right map and position.
#9 Targeting Facility/Seismic Sensor = Both of these units, while usefull, are not built or used often enough to be concidered a vital unit.
If combined together into 1 unit instead of 2, I believe it would be built more often and fit a better niche in mid-late games
+1. In fact, it might need even more than that.
COMMANDO CAN STILL CLOAK!!!!
Woah! I never even noticed. I am so going to exploit this unit to its full potential. Ill get back to you on how i go.
They do have a anti-mine missile, which is awesome against mines (attack manually where u think there are mines) Plus mines do little damage against mine layer, so u can even just drive through em.
They do not, they have a little anti-mine cannon, which fires really unpredictably and has a very short effective range. Maybe give the minelayer seismic detector (Does seismic detector detect stationary units? Edit: Forget that, it doesnt).
As for amphib units in general, you should utilize smoth's speed change script to allow them to go faster underwater.
+1, and in shallows.
how about making an amphib tank that shoots torpedoes underwater, and anti-air rockets above?
+1, neat idea.
Another quarrel I have is with the core Geo-battery, the Behemoth.
Raise its trajectory, or give it a high trajectory toggle. The problem is that it cant fire onto the front line due to its low profile- if it can fire high traj then thats not so much of a problem.
Posted: 25 Jan 2007, 04:20
by LordMatt
MR.D wrote:Wish AA would come back, Caydr may have been a little crazy, but at least he wasn't controlled by a mob of "1337" ppl.
Oo I would say Day and Noize are more independent than Caydr was. Fact is their mod is much better, and that's why people play BA instead of AA. Pros have much more stake in the game than casual players, in addition to having more experience and hence a better understanding of the game. Thus, they should have much more say.
Posted: 25 Jan 2007, 04:41
by Pxtl
Well, while Caydr's play experience meant that his balancing skills might've been inferior to Noize, I have to say that his modding skills were much better - the whole "radar tower has no sight range and nobody noticed" BA thing is a little worse than Caydr's "Oops, I overpowered the Mavs again" stuff.
Posted: 25 Jan 2007, 06:37
by Saktoth
Okay ive messed around with the EMP launcher. The commandfire thing works fine now as far as i can tell, but...
1. The weapontimer is too low. Thats why its not going to its max range.
2. The impulsefactor and impulseboost are too high considering its damage (Like the EMP bomber used to be). Any mobile units within its blast range are totally destroyed, including coms.
So, on the
ARMEMP_WEAPON
weapontimer=5; (From 4)
impulsefactor=0; (From 0.123)
impulseboost=0; (From 0.123)
For my part i say kudos to Day and Noize, BA is much better than AA- but if they dont have the time to update the mod they should consider taking more members into the team.
Posted: 25 Jan 2007, 08:35
by jackalope
Pxtl wrote:Well, while Caydr's play experience meant that his balancing skills might've been inferior to Noize, I have to say that his modding skills were much better - the whole "radar tower has no sight range and nobody noticed" BA thing is a little worse than Caydr's "Oops, I overpowered the Mavs again" stuff.
yeah it's so bad that nobody noticed it for weeks.
Posted: 25 Jan 2007, 14:29
by 1v0ry_k1ng
lol..
Posted: 25 Jan 2007, 14:33
by Machiosabre
instead of making the chainsaw bomb resistant, why not make it cheaper and faster to build, or make it a lvl2 building, with the costs as they are it's never going to get built at lvl1 anyway.
emp units don't get exp because they could just hit units for ever and ever and get infinite xp, emp bombers need that to btw.
and yeah pxtl, bugs that go by unnoticed are much worse than bugs that ruin games for months
I do agree with the mav post though, they're really just annoying units, but people seem to like them so I dunno.
I think the flash/gator thing is a bigger issue than overpowered or not, I think that AA's had flashes op a long time and bounced between op flash and gator a few times, so all the other lvl1 units are balanced to fit them, so now all of lvl1 is op, which is a bit crap since it leads to a lot of spam.
Posted: 25 Jan 2007, 15:15
by Tired
Someone else noticed that level 1 ground was OP. I have now lost a bet, and owe myself one pint of Ben & Jerry's Coffee Heathbar Crunch ice cream in payment, which I shall now gladly collect. Oo
Posted: 25 Jan 2007, 15:28
by tombom
Yeah, a lot of games come down to T1 spam.
Posted: 25 Jan 2007, 15:30
by Fat Zombie
Hello there!
I've long enjoyed AA, and coming back after a hiatus of not playing Spring I see that this BA thing is all the rage. So I download it. It's fun online, you and Caydr are very good, but since I play Spring offline a lot, BA doesn't seem to work with AAI.
I wasn't sure whether to go to the AAI thread or this one, but I thought it would be best to ask here: does anyone have a config file for BA with AAI?
Thanks in advance. Good mod!
Posted: 25 Jan 2007, 15:59
by Saktoth
Since the current minesweeper gun is totally hopeless i messed around and came up with something.
Even if the weapon is fixed to fire at its proper range, force firing on every mine is a bugger and takes too much micro. However, if you make the AoE big enough that you dont need to micro, destroying mines becomes too fast and easy.
Easy way to fix this is to just make the minesweeper disable mines. That uncloaks them, and stops them from detonating. It also makes for less micro- the minesweeper will start autofiring on the mines once it has decloaked the first one, revealing more with the AoE.
Here is what worked well under test conditions.
Code: Select all
[MINESWEEP]
{
name=MineSweep;
rendertype=1;
paralyzer=1;
turret=1;
range=300;
reloadtime=1;
weaponvelocity=0;
areaofeffect=512; //Might need to balance this. The actual, effective area of effect is less than 300.
tolerance=10000;
noselfdamage=1;
intensity=0;
explosiongenerator=custom:???????; //Probably best to create a new effect, with circlegrowth=2.8; and ttl=150;, to match the actual explosion speed and size.
edgeeffectiveness=0.25;
[DAMAGE]
{
default=0;
MINES=20; //This might need to be balanced.
}
}
Note that the Minesweeper has some kind of scripted artificial reloadtime. So just be aware of that if adjusting the reloadtime...
The following changes would need to be made to both minesweepers:
Code: Select all
weapon1=MINESWEEP; //From BOGUS_MISSILE2
OnlyTargetCategory1=MINE; //New Tag
sightdistance=300; //from 201, to match its range
weapon2 and w2_badtargetcategory should also be removed.
Anyway, use or disregard as is your inclination.
Posted: 25 Jan 2007, 17:13
by udm
Fat Zombie wrote:
I wasn't sure whether to go to the AAI thread or this one, but I thought it would be best to ask here: does anyone have a config file for BA with AAI?
Thanks in advance. Good mod!
http://spring.unknown-files.net/file/21 ... or_BA_4.5/
Posted: 25 Jan 2007, 18:25
by NOiZE
LordMatt wrote:NOiZE wrote:Make use of the new LUA UI ability's (Would be nice if someone could fix that for us.)
What do you need?
So i Can just copy the files in, and BA would have his own "GUI", Please do some testing :)
And about the krog crushing issue.... well those heavy units don't really die quick.... so just walk your bantha's sumo's away or they will get scratched.
Posted: 25 Jan 2007, 18:58
by LordMatt
NOiZE wrote:
So i Can just copy the files in, and BA would have his own "GUI", Please do some testing :)
Unfortunately not. I would recommend waiting till Mod UI is as capable as Lua UI before including one.
Posted: 25 Jan 2007, 21:02
by Fat Zombie
HUGS ARE IN ORDER!
Thank you very much. I shall now be able to play lots of offline BA, with bots that will inevitably beat me.
Posted: 26 Jan 2007, 13:37
by 1v0ry_k1ng
AAI beats you?
you wanna try KAI, theres a working version again, except atm it lieks jellyfish instead of llt.
or RAI, which is also pretty good.
AAI is better for learning to play.
Posted: 26 Jan 2007, 14:59
by manored
The secret to beat ai is to make A LOT OF DEF and use the barriers of wreck to your advantage. then use air transport to get some bulldogs outside the wreck perimeter and smash their base up.
Posted: 26 Jan 2007, 16:04
by bamb
or send a few fleas and micro the AI to death.. that's just too easy though, feels like cheating.
Posted: 26 Jan 2007, 16:50
by 1v0ry_k1ng
KAI is the only AI that feels like it could win if you mess around enough.
Posted: 26 Jan 2007, 19:54
by manored
1v0ry_k1ng wrote:KAI is the only AI that feels like it could win if you mess around enough.
True. But it makes some stupid things, like seending constructor bots against our def, making deep charge launchers in waterless maps and not teching up (if it does it takes too long because I never say it).