Balanced Annihilation v4.7 !! - Page 50

Balanced Annihilation v4.7 !!

All game release threads should be posted here

Moderator: Moderators

Locked
User avatar
Machiosabre
Posts: 1474
Joined: 25 Dec 2005, 22:56

Post by Machiosabre »

well yeah, if you assume that not fighting over mexes means never attacking, but thats obvious why even bother saying that.
User avatar
Lolsquad_Steven
Posts: 488
Joined: 27 Jun 2006, 17:55

Post by Lolsquad_Steven »

Machiosabre wrote:well yeah, if you assume that not fighting over mexes means never attacking, but thats obvious why even bother saying that.
It's obvious now when you arn't playing, but during the game alot people don't think about the cost of everything they do.
User avatar
Lolsquad_Steven
Posts: 488
Joined: 27 Jun 2006, 17:55

Post by Lolsquad_Steven »

I'm just saying the metal makers are fine at the moment, or finer than before.
User avatar
Machiosabre
Posts: 1474
Joined: 25 Dec 2005, 22:56

Post by Machiosabre »

well let me rephrase the problem as I see it.

When you control the middle, you have more mexes which is an advantage obviously, with it comes the inevitable disadvantage of crappier defense.
And with the much metter mm economy the advantage of your mexes doesn't last very long, so you have to get hyperagressive, and yes, you'll probably win, but I think it really makes games less enjoyable when you're already taking the first move in advancing you have to work hard to press your advantage right away otherwise it's just lost and you're just left with the crap defense.

It should be the other way around, if one team takes the advantage, the other team should have to work to get it, or at least stop the other team from having it, they shouldn't just nullify it automatically with a bit of time.
The changed energy economy just doesn't motivate people to fight for the middle once it's taken.

in catchphrase form: "taking ground should provoke the enemy into action, not inaction"
DemO
Posts: 541
Joined: 18 Jul 2006, 02:05

Post by DemO »

Well if you expand to middle and realise theres nobody there (radar boys) keep moving forward until you reach a place where the enemy begins to resist you, then harass them and they wont be able to set up a MM economy, certainly they'll have to invest more in units at least to defend and wont have the 9x% econ investment that they would have if you leave them to it.

If you just leave people to do what they want it's your own fault for getting beat. Still, even then, with expansion you can tech and economise far quicker than a guy that try's to run his econ from metal makers from the start.
Klopper
Posts: 146
Joined: 10 Jan 2007, 14:31

Post by Klopper »

The EMP silos seem to work fine now, but did you also check the targeting/range stuff for tactical nukes? I had one in an Altored Divide game yesterday and in the replay it seemed to go down a little too early (before reaching its actual target)...
User avatar
NOiZE
Balanced Annihilation Developer
Posts: 3984
Joined: 28 Apr 2005, 19:29

Post by NOiZE »

Changelog wrote:Bugfixrelease:

4.6 --> 4.61

Fixed minelayer's Sweep weapon (hopefully)
Gunships/Transports/Some other planes are no longer near immune vs fighters.
Commado can no longer cloak
Improved Corvette's tracking it's like a LLT now.
Skeeter/Searcher HP nerfed
DOWNLOAD

Have Fun!



Klopper, yo bugreport just came too late...


About the Luger (arm), mobile arty (core). We are thinking about chaning these units a bit, so their range will be inbetween toaster/guardian range will have low accuracy but quite high damage/AoE/Reloadtime/costs. Because atm those are just like morties on wheels. So that you need diplomats/merls for accurte long range and lugers/marts for less accurate but more damage long range.

So how do you guys think about that.
tombom
Posts: 1933
Joined: 18 Dec 2005, 20:21

Post by tombom »

I was in a game with a lot of tac nukes last night and they all worked fine.
User avatar
hunterw
Posts: 1838
Joined: 14 May 2006, 12:22

Post by hunterw »

u nerfed my skeeters??!/1111

NOOOOOOOOOOOO




d/lin
User avatar
Foxomaniac
Posts: 691
Joined: 18 Jan 2006, 16:59

Post by Foxomaniac »

May I ask why the tac nuke only has 3000 for range while the EMP missile has 6000?

Face it, skeets were OP =P.

also IMO, removing commando's stealth and keeping it's cloak is a better solution than removing their cloak but keeping their stealth - stealth is bloody useless.

This way, if you take out enemy's radar / have jammer coverage you can conduct sneak ops :P.

Eh, they're still good as EMP units I suppose =P.
User avatar
Pxtl
Posts: 6112
Joined: 23 Oct 2004, 01:43

Post by Pxtl »

So lugers as inaccurate, mobile Guardians? Sounds fun.... although I can kinda guess how this pans out.

"damn, he's jammed - I'll use some spies to spot him".
"Yay, spies found some pop-ups! My lugers are firing!"
"Oh noooooez!!!!! my teh sp1ez!"

Not that said scenario doesn't happen already.
User avatar
Machiosabre
Posts: 1474
Joined: 25 Dec 2005, 22:56

Post by Machiosabre »

I think it might be good to leave pillagers(since theres already tremors for inaccurate arty) and just make the lugers bigger and badder.
Maybe they could even fire fatboy shells with a low rof :shock:

I suppose they could also find a use as anti boat units or something like that.
Klopper
Posts: 146
Joined: 10 Jan 2007, 14:31

Post by Klopper »

Tombom did they also work well at nearly max range? My tacnuke MIGHT have exploded too early because something was in its trajectory...hard to tell by the replay, it was aimed at a T2 factory and had to fly over a moho exploiter in front of the lab...
So the Luger/Pillager would be something like the vanguard, but with high trajectory and bad accuracy? Sounds interesting indeed...
Skeeters nerfed? So no more rush 3 Skeeters = own all sea? :(
jellyman
Posts: 265
Joined: 13 Nov 2005, 07:36

Post by jellyman »

Is it worth making Pillagers/Lugers more of an antispam unit? Innacurate, medium range and decent aoe. Level 1 spam is very popular at the moment - I myself love it lots and lots.

And does arm have any effective anti spam units at level 1? Or is the arm anti spam respose to try and outspam? I played a game where the opponent sent H-U-G-E hoardes of aks at me. I couldn't think of any units to specifically build in preparation for the next hoarde - except the double llts, which did do lots of damage, and fatboys, which I only built one, which was probably a waste as it chewed up a bunch of aks, but probably nowhere near its cost. Oh and a bunch of peewees as well.
User avatar
Pxtl
Posts: 6112
Joined: 23 Oct 2004, 01:43

Post by Pxtl »

One thing I'd definitily like to see if you're playign with arty: the Poison Arrow as an antinaval cannon. After all, having 5 different amphibious assault units that are functionally similar except for size seems pointless.... so make the Poison Arrow into an amphib artillery unit (possibly low-trajectory-only).

@jellyman: traditionally the Mav is supposed to be Arm antispam. Dunno how well it works, I generally play core and suck at L1 spam.
User avatar
Foxomaniac
Posts: 691
Joined: 18 Jan 2006, 16:59

Post by Foxomaniac »

jellyman wrote:*snip*
I played a game where the opponent sent H-U-G-E hoards of aks at me. /*snip*
*cough cough*.

IMO you shoulda spammed mines that game =P.

The Poison arrow in that way could be interesting...

Another thought : Crocs cost 12k energy? O.o.
User avatar
Machiosabre
Posts: 1474
Joined: 25 Dec 2005, 22:56

Post by Machiosabre »

Ecosts are generally very high for anything amphibious.
User avatar
BigSteve
Posts: 911
Joined: 25 Sep 2005, 12:56

Post by BigSteve »

hmm, making the luger emp is still top of my wish list with regards to l2 arty

As for arm antispam, the mav and the fatty rule, at level 1 they dont have much except mines. The janus can do good damage against clumped units, but its rof sucks.
Also, maybe the lightning tank (not the panther) could make a return as a level2 spam busting vehicle for arm?
User avatar
MR.D
Posts: 1527
Joined: 06 Aug 2005, 13:15

Post by MR.D »

Arm's LUGER needs the bigger boost, something to stand better against the tremor. Like an inbetween tremor and Pillager strengths.

Pillager needs a bit of improvement too, but given the option of building a Tremor, or building a few Lugers there is no choice.. Build a Tremor.

Maybe a good idea would be for Luger to have equal range of the Tremor, with high damage, Small AOE/Impulse, and good accuracy.

Pillager could be Medium Range (average range between Goliath and Tremor?) Medium damage, Medium AOE/Impulse, with less accuracy? (like using a large Leveler Tank?)

Being able to Toggle High/Low Arc of fire would also be a Plus!
User avatar
Tired
Posts: 302
Joined: 14 Nov 2005, 07:19

Post by Tired »

BigSteve wrote:hmm, making the luger emp is still top of my wish list with regards to l2 arty

As for arm antispam, the mav and the fatty rule, at level 1 they dont have much except mines.
What, Warriors and their minigun LLTs aren't good enough for you anymore? ~~

You and your stinking EMP thingies can just take a hike, Stevie! Blow up a mex and everything nearby's stunned; send in a Karg and 2 cheapo spiders freeze it; build some nice, spread out defenses and ye olde wtfuberbombers come flying in outta nowhere and the whole base gets Time Stopped - I'm sick and tired of playing against you and having all of my shizzle turn blue!

Besides, I like my vehicular SuperMorties. If you really must have stunning artillery then make a luger clone new unit with blue trim where there wasn't any before and call it the STEVE. =)

Oh, and Mavs are LLT bait. They cost twice as much to build as a Zeus, yet a Zeus can kill two. Paper, scissors, wtf! ~~
Locked

Return to “Game Releases”