Balanced Annihilation v4.7 !! - Page 49

Balanced Annihilation v4.7 !!

All game release threads should be posted here

Moderator: Moderators

Locked
User avatar
hunterw
Posts: 1838
Joined: 14 May 2006, 12:22

Post by hunterw »

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
yay!

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.
yay!

Removed the AoE of depthchargelauncher's weapon, it shouldn't be OP anymore on Tropical like maps


8)

That's one way to make t1 ground units a bit more useful on tropical...I think gators/flashes specifically ought to be much more powerful there now, as that's the only defense that can attack them when they're submerged.
Klopper
Posts: 146
Joined: 10 Jan 2007, 14:31

Post by Klopper »

Hmm and the Commando can still cloak? Have to try out immediately :D
Would have liked to see crushable DTs and a little buffed Banthas, but whatever...btw the Krogoth can crush DTs thanks to his KrogCrush, haven't tested him with fortwalls yet...
Can the T1 airtransports still lift Banthas, Bulldogs and stuff? Will have to find out...
User avatar
1v0ry_k1ng
Posts: 4656
Joined: 10 Mar 2006, 10:24

Post by 1v0ry_k1ng »

I dont see 5% changes affecting much.. changes should be sweeping if they are made, little changes are cadyrs strat
User avatar
MR.D
Posts: 1527
Joined: 06 Aug 2005, 13:15

Post by MR.D »

Nothing mentioned about Dragon's Teeth being crushable by Heavy units...
Tsk Tsk.
Lippy
Posts: 327
Joined: 16 Jul 2006, 00:24

Post by Lippy »

Klopper wrote:Hmm and the Commando can still cloak? Have to try out immediately :D
I don't think
Lippy wrote:I'll be explicit; COMMANDO CAN STILL CLOAK!!!!
got to him :P

Other things I would like to be changed:

1) Walking bombs made more usefull (as discussed)

2) Balance amphibious tanks

3) Luger/pillager/merl balance (I'm playing around with an EMP luger; quite cool)
BDCoolio
Posts: 40
Joined: 08 Jan 2007, 03:55

Post by BDCoolio »

I think one reason people want DT to be crushable by heavy units is that using con units to reclaim them just adds even MORE micro to your workload.

Plus, it's not exactly realistic - I mean, shouldn't DT in a universe using nanobots be constructed in a fashion to resist nanolathe disintegration? After all, since lvl2 trumps lvl1, and DT is a cheap lvl1 defense, why shouldn't I just be able to send Bulldogs/Reapers - which make up a front line assault force anyway - to smash through these puny little 8-metal spikes?

But hey, it's just one issue in a high-quality mod, so... whatever.
Klopper
Posts: 146
Joined: 10 Jan 2007, 14:31

Post by Klopper »

T1 airtransports can still carry heavy stuff...and the almighty Commando indeed can still cloak! Now i will enslave enemy commanders and catch all enemy anti-nukes and nukes and then let them nuke themselves!!! :D
DemO
Posts: 541
Joined: 18 Jul 2006, 02:05

Post by DemO »

1v0ry_k1ng wrote:I dont see 5% changes affecting much.. changes should be sweeping if they are made, little changes are cadyrs strat
A lot of the content in BA and unit balance is getting to the point where only small touchups are required here and there. 5% can make a huge difference depending on what the 5% is a change in, dont take percentages at face value.
User avatar
hunterw
Posts: 1838
Joined: 14 May 2006, 12:22

Post by hunterw »

DemO wrote: A lot of the content in BA and unit balance is getting to the point where only small touchups are required here and there. 5% can make a huge difference depending on what the 5% is a change in, dont take percentages at face value.
+1

I'd still like to see some new units introduced every now and then though. Not just as a throwback to OTA, but mainly because there are still roles some units could fulfill.

torpedo/aa amphibious tank ftw
User avatar
Tired
Posts: 302
Joined: 14 Nov 2005, 07:19

Post by Tired »

BUG REPORT #1

Apparently, when nerfing Hawk and Vamp damage versus ground, it was nerfed versus air as well. At the very least, Vamps now utterly suck at killing Atlases and Banshees. Oo

5% or 6% really has been making a difference here and there, btw. ~~

*Edit: As for new units, try the modified Corvettes. =)
User avatar
Neddie
Community Lead
Posts: 9406
Joined: 10 Apr 2006, 05:05

Post by Neddie »

hunterw wrote:torpedo/aa amphibious tank ftw
I play E&E for the torpedo mechs.
BDCoolio
Posts: 40
Joined: 08 Jan 2007, 03:55

Post by BDCoolio »

Damn right - and you can avoid all that metal-maker economy bull-crap too.
User avatar
TradeMark
Posts: 4867
Joined: 17 Feb 2006, 15:58

Post by TradeMark »

Added to modit:
http://modinfo.unknown-files.net/modit/ ... p?MOD=ba46

No major errors found, gj :wink:
User avatar
quantum
Posts: 590
Joined: 19 Sep 2006, 22:48

Post by quantum »

Tired is correct. Fighters have been nerfed against anything that is not a fighter or a bomber. They are 1/3 as effective against gunships and transports, this way. Lvl1 fighters do 30% of their BA4.5 damage against Lvl2 fighters and Lvl2 bombers, as well.
User avatar
1v0ry_k1ng
Posts: 4656
Joined: 10 Mar 2006, 10:24

Post by 1v0ry_k1ng »

lol.. omg patch
User avatar
Foxomaniac
Posts: 691
Joined: 18 Jan 2006, 16:59

Post by Foxomaniac »

Yar.

4.5 Hawk weapon stats :

DEFAULT : 49
No special damage against ground

Extra damage versus bombers.

4.6 Hawk :

DEFAULT : 15 *oopsie noize, you didn't nerf 30%, you nerfed 34!*
Special Damage against comms : 5.

Bomber damage remains.

Right now, hawks can't even kill transports LOL!

Oh And I was surprised when 2 L1 fighters couldn't kill my transport - one which had my comm in it =P.

srsly, I'll make my own mutator if this isn't fixed in an update within 2 days =P.
Saktoth
Zero-K Developer
Posts: 2665
Joined: 28 Nov 2006, 13:22

Post by Saktoth »

BUG REPORT #1

Apparently, when nerfing Hawk and Vamp damage versus ground, it was nerfed versus air as well. At the very least, Vamps now utterly suck at killing Atlases and Banshees. Oo
It has special damage tags for:
L1FIGHTERS, L2FIGHTERS, L1BOMBERS and L2BOMBERS. It needs a tag for GUNSHIPS, HGUNSHIPS (This is just the blade), VRADAR (Air Radar) and VTOL (Transports and Constructors).

(EDIT: The level 1 fighter doesnt even have special damage tags for L2FIGHTERS and L2BOMBERS! Eek!)
Bombs do 50 % less damage to chainsaws (adjusted their description)
This also effects the Eradicator (Implied, since its the equiv). However, not mentioned is that it effects the Mercury and Screamer.
Improved Minesweeper (bigger AoE) and gave it a visual effect, just force fire somewhere.
The minesweeper weapon does its job, and very well (Maybe even too well!). Taking out a minefield is now quite easy. However, it behaves really stupidly.
1. It has two weapons, a fake machinegun that does no damage and the one that does the work, which you cant see moving through the air and doesnt have any explosion. These fire at different rates, so you cant really tell when its shooting.
2. Because of an artificial rate of fire imposed by the script (I expect), it will only fire one, or the other, of these weapons. Thus if it fires the 'fake' weapon, it wont fire the real one. Remove the fake weapon!
3. The actual range of the weapon is really small, far short of the range circle. If you told it to attack a mine directly, then the mine would explode before it was in range!

Sea Stuff
Corvettes are not any better, dont really get this change? Scout ships beat or equal them cost-for power, only scout ships are faster and have AA missiles. On the note of the scout ships AA missile, it dominates sea-based air defense, nothing can come close for the cost, esp due to the scout boats speed and versatility. Destroyers still suck against subs, especially since subs have such better sonar.
Klopper
Posts: 146
Joined: 10 Jan 2007, 14:31

Post by Klopper »

T1 airtransports more resistent to fighters? nice...so airdropping banthas, bulldogs and fatboys with T1 atlases just got easier :D
User avatar
Machiosabre
Posts: 1474
Joined: 25 Dec 2005, 22:56

Post by Machiosabre »

jackalope wrote: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."
problem is you used to have to really do something when the other team had the middle, now it's the other way around "Yay I got the middle, theres nobody here, shit there's gonna be lvl2 on my ass in 3 minutes".

and the reason making the anti bomber more bomb resistant doesn't really help is that it costs as much as to build as static flak, and it's a lvl1 unit, when are you seriously going to build it unless you really don't care about costs?
User avatar
Lolsquad_Steven
Posts: 488
Joined: 27 Jun 2006, 17:55

Post by Lolsquad_Steven »

If they don't fight for the middle you don't need to build all that dfens, you can take the mexes and build a mm economy out teching them.
Locked

Return to “Game Releases”