Page 48 of 64
Posted: 28 Jan 2007, 12:55
by Lippy
Saktoth wrote:
A com reclaiming an enemy coms DT's, and totally ignoring his own:
Lol, I don't know how i missed that: I stand corrected about area reclaim, however this:
Your own, or teamate owned DragonsTeeth/Walls must be force reclaimed by either Hotkey, or going into the Construction menu to select "reclaim", then you have to que each DT individually to reclaim a wall.
is still not true, because when you hover your mouse over your own DT, the default command is reclaim (However you can't use area reclaim)
I agree with Mr. D that once units can crush DTs, they will be "balanced" again & that walls should get some energy attached to them to make em reclaim slower (not too much though)
Posted: 28 Jan 2007, 15:16
by LordMatt
zecrazyone wrote:i personally think we should just get rid of dragon teeth. all they really do is encourage people to porc. instead of building acctual defences all you have to do is build a wall. what else is this unit for besides porcing?
the only problem with getting rid of dragon teeth that i see is that
A. Porcers will whine about no dragon teeth.
B. sometimes dt are used to block the attacks of rockos, so rockos may have to be weakened.
benefits:
A. causes the strategy of porcing to be less effective
B. makes it so that players have to build better defences to replace the dt
C. makes it so that a wall that costs 100 metal doesnt stop an army that costs 2000 metal
also, it doesnt make sense that a unit the size of a peewee could block any unit besides the krog.
No. kthxbye!
Posted: 28 Jan 2007, 21:10
by Peekaboom
God this is one of the more dumb discussion I've seen regarding game balance/units. Maybe we should take metal extractors out of the game too, so people can't make units and attack.

Posted: 28 Jan 2007, 21:25
by MR.D
Peekaboom wrote:God this is one of the more dumb discussion I've seen regarding game balance/units. Maybe we should take metal extractors out of the game too, so people can't make units and attack.

+1
Even better, lets just not play, then nothing to whine over.. go out and get a job, get a girlfriend and visit the real world.
energy
Posted: 29 Jan 2007, 17:57
by Machiosabre
new hot topic!
energy: since BA started lots has changed in the energy economy; solars and asolars are cheaper, fusions are better, metal makers are alot more efficient, wind got a lil bit more expensive and geos got better(for core at least).
It didn't seem to bad at first, but I've noticed that more and more people just hang back and spam asolars or wind and metal makers, and it seems like they are very effective provided the map doesn't have a ton of metal.
Now this isn't new or anything I know, but with the less effective mms it used to be a pretty bad idea since it was hard to keep up with people that actually expanded and took metal spots, which made games interesting and if someone refused to fight over metal spots they were punished with crap econ.
This probably doesn't affect 1v1s to much since there will always be enough spots to take to make straight metal more attractive than energy, but it can really make team games very boring when half of the players just sit in their base and get rewarded for it.
So I suggest to at least make mms less effective, preferably back to 100e per metal or something like 80 to try it out a bit.
And this isn't about porcing vs expanding, so don't go saying if you just stay in your base you'll always lose, we all know already.
Just because you don't expand doesn't mean you don't attack, since you have less ground to defend you'll really get the chance to spam units like crazy.
Re: energy
Posted: 29 Jan 2007, 18:15
by Lippy
Machiosabre wrote:So I suggest to at least make mms less effective, preferably back to 100e per metal or something like 80 to try it out a bit.
+1!
Re: energy
Posted: 29 Jan 2007, 18:24
by NOiZE
Machiosabre wrote:So I suggest to at least make mms less effective, preferably back to 100e per metal or something like 80 to try it out a bit.
-1
Atm a Metal maker is 30 times less effective then a mex extracting 1,5 metal.
We just reverted to OTA values, with exception of the floating metalmakers which are a bit better to promote ships.
Yes
Posted: 29 Jan 2007, 18:38
by Pxtl
But OTA didn't have the kind of line-building and MM-AI tricks that made a massive out-of-control MetalMaker economy easy in Spring.
Posted: 29 Jan 2007, 18:58
by CautionToTheWind
Ban metal makers!
Posted: 29 Jan 2007, 19:27
by Machiosabre
you can't just revert one thing to ota values not take all of the other changes since then into account.
and it's obviously not about a choice between a single mex and a mm, nobodies making mms on mex spots, its about choosing staying in your base making a ton of E and mms over advancing out and taking a handful and mexes while fighting the other guys for ground.
Posted: 29 Jan 2007, 19:36
by NOiZE
I am just saying that it's more then worth it to go out of your base.
Anyway, There is a new release!
changelog wrote:4.5 --> 4.6
Core radar has LOS again
Stumpy speed reduced (its slower then a gator now, but still faster then a raider)
Gave Corvette's Lazors, Lowered DPS a bit because it will always hit now.
Sniper cost to fire is 500 E now.
AK 40 less HP
Removed special movementstats of Hawks/Vamps/Seaplanes
Reduced grouddamge of all fighters to 30 % to ground targets, 10 % to Commanders
HLT's 5 % more DPS
Hoverscouts 15 % more costs and BT
Bombs do 50 % less damage to chainsaws (adjusted their description)
Thuds/Hammer DPS increased by 6%
Floating dragonteeth can be reclaimed again
Fixed EMP problems (Thanks Saktoth!!)
KrogCrush will do even less damage to heavy units.
Fixed banisher visual bugs (Thanks Nemo!!)
Fixed typo in the torpedolauncher weapon. It will have a lower ROF now.
Improved Minesweeper (bigger AoE) and gave it a visual effect, just force fire somewhere.
Fortwalls can be reclaimed now, but they have 200 E, so they reclaim slow about 3 seconds a piece.
Removed the AoE of depthchargelauncher's weapon, it shouldn't be OP anymore on Tropical like maps
DOWNLOAD
Have Fun!
Posted: 29 Jan 2007, 20:11
by Machiosabre
its a bit weak tbh
what about the heavy units crushing dts again that everyone pretty much already assumed was in?
and the peewee speed boost that got in by accident?
fixing luger/merl just being plain worse than their carbon copies?
lvl1 spam spam spam spam sausage and spam?
and I really don't get the antibomber change, were people really building it and getting pissed because bombers killed it easily? I thought the problem was nobody ever built it because it's crazy expensive and takes forever to build for its usefulness.
a nice bugfix release I guess.
Posted: 29 Jan 2007, 20:47
by NOiZE
Machiosabre wrote:its a bit weak tbh
what about the heavy units crushing dts again that everyone pretty much already assumed was in?
Day and I and some others really disagree with the mob about that one. It's really easy to just make a conair plane, or escort your army with some conveh's or something.
Machiosabre wrote:and the peewee speed boost that got in by accident?
Not an accident, blame day.
Machiosabre wrote:fixing luger/merl just being plain worse than their carbon copies?
Not really a big issue, and i am on very little time for BA atm.
Machiosabre wrote:lvl1 spam spam spam spam sausage and spam?
AA has always been like L1 spam.
Machiosabre wrote:and I really don't get the antibomber change, were people really building it and getting pissed because bombers killed it easily? I thought the problem was nobody ever built it because it's crazy expensive and takes forever to build for its usefulness.
Now you can protect yourself a bit better vs bombers, without needing fighters.
Posted: 29 Jan 2007, 21:29
by tombom
NOiZE wrote:Machiosabre wrote:its a bit weak tbh
what about the heavy units crushing dts again that everyone pretty much already assumed was in?
Day and I and some others really disagree with the mob about that one. It's really easy to just make a conair plane, or escort your army with some conveh's or something.
NO NO NO NO NO NO
Things crushing DTs was the one change I wanted this version.
Agh I am so pissed off at this. Maybe in 1v1 comet catcher it doesn't matter, but agh
i don't even know why i care that much, i never play anyway
NOiZE wrote:AA has always been like L1 spam.
Awesome so let's keep it!
I understand time constraints and stuff but giving awful reasons for things is just annoying
Posted: 29 Jan 2007, 21:47
by Pxtl
At the very least a specific L2 armoured-bulldozer unit to crush DTs would be nice... plus an L3 super-bulldozer to crush fort-walls.
Posted: 29 Jan 2007, 21:51
by NOiZE
Pxtl wrote:At the very least a specific L2 armoured-bulldozer unit to crush DTs would be nice... plus an L3 super-bulldozer to crush fort-walls.
It's called an construction unit......
Posted: 29 Jan 2007, 22:01
by Pxtl
NOiZE wrote:Pxtl wrote:At the very least a specific L2 armoured-bulldozer unit to crush DTs would be nice... plus an L3 super-bulldozer to crush fort-walls.
It's called an construction unit......
One that could be used in combat would be nicer. Sending a con-unit while trying to break through an active defensive-line is suicide.
Posted: 29 Jan 2007, 22:04
by NOiZE
Pxtl wrote:NOiZE wrote:Pxtl wrote:At the very least a specific L2 armoured-bulldozer unit to crush DTs would be nice... plus an L3 super-bulldozer to crush fort-walls.
It's called an construction unit......
One that could be used in combat would be nicer. Sending a con-unit while trying to break through an active defensive-line is suicide.
Not really Con veh's have quite some HP, try it some time

Also good for reclaiming nearby metal, so yo can make some more units.
Posted: 29 Jan 2007, 22:17
by LordMatt
I really agree with the developers about about metal makers, I need to start making them but I haven't yet for some reason. Also level 2 gets built when the players are evenly matched at level 1. Why turn the game into a tech race? If I can beat you with level 1 I don't want to play a longer game that requires lvl 2 to win.
But LOOOOOOL @ the peewee buff.

Posted: 29 Jan 2007, 22:25
by jackalope
nothing is wrong with the MM economy. Just sitting back at your starting mexes and building solars and mmakers will not beat a guy who expands and techs, even in team games. Going wind instead of solar/adv solar is still mor efficent but places your economy at higher risk of being blown up by bombers or whatever since you have all these winds and metal makers all over the place. It works great tbh and makes things more interesting than just "I got to the middle on altored first, gg."