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Balanced Annihilation 5.3 is OUT

Posted: 15 May 2007, 22:07
by NOiZE
We overcame our lazyniss:
changelog wrote:
5.2 --> 5.3

Janus range reduced, dps reduced.
Fixed the movementclasses of radar/jammer veh/bots.
Rez bots moved to T1 Kbots. costs adjusted.
Decreased Thud and Storm costs slightly to make up for armwarrior.

5.1 --> 5.2

Fixes a bug which might cause crashing when

building and adv factory.
Removed streak (Caydr's bonus unit)
Bantha can no longer be airlifted
Made some buildpics a bit brighter (Thanks

Trademark)

4.7 --> 5.1

Flash slowed down a little
Energy structures revised, each step is now like a 30 % efficency gain Solar --> adv Solar --> Fusion --> Adv

Fusion. The underwater fusions have the same efficency as a regular fusion. The cloaked fusion is about 20% more

effective then adv solars.
Snipers are no longer stealth
ARM mohomines lost their cloaking ability.
Fixed Seaplane torpedo planes, they will fire on ships now, they lost their anti air missle in the progress though.
Fixed bladewings, they will keep attacking units now.
Added back in the mobile radar/jammer vehicles/kbots, their costs adjusted to make more sense.
Reverted Arm Dragon Teeth model.
DragonTeeth have a higher slope tolerance now.
leveler reload time decreased slightly
janus damage increased
Commander Self-D time reduced to 5 seconds.
beamers damage improved
claws/maws damage improved
claws accuracy improved
Gave the corvette ships some more speed and dps

T2 got buffed, Day took some time to tell me how he did it:

Core
reaper role changed into more of a lighter tank
golly firing rate increased weapon damage increased aoe increased
pillager made faster, costs increased
mobile flak firepower reduced
can dps and speed increased
sumo range and speed increased
dominators a little more firepower
made crawling bombs faster
Pyro a little faster

Arm
zeus faster, more health
fido speed increased slightly
sniper stealth removed
crawling bomb faster
fatboy more range
mavs a little faster
zipper a bit more health
bulldog made faster
penetrator shorter reload
luger faster, costs decreased
panthers a bit faster
Image

Have Fun

Posted: 15 May 2007, 22:24
by NOiZE

Posted: 15 May 2007, 22:27
by 1v0ry_k1ng
glad to see someone read the economy thread then

Posted: 16 May 2007, 08:12
by KDR_11k
What happened to 5.0?

Posted: 16 May 2007, 08:27
by Ishach
I think its a joke about AA5.0

Posted: 16 May 2007, 08:28
by Neddie
What?

Posted: 16 May 2007, 08:37
by Ishach
It leapfrogged over 5.0 just like AA5.0 went from 2.3 to 5.0 just to leapfrog BA4.7

Posted: 16 May 2007, 11:45
by 1v0ry_k1ng
the playerbase must be pretty clever if they follow the biggest number across mods

Posted: 16 May 2007, 12:21
by CautionToTheWind
Things should settle down now that it has been made clear to some that even non-legallly-protected names are worthy of respect.

Posted: 16 May 2007, 14:03
by KDR_11k
Ishach wrote:It leapfrogged over 5.0 just like AA5.0 went from 2.3 to 5.0 just to leapfrog BA4.7
But 23 and 5 are holy numbers!

Posted: 16 May 2007, 16:30
by rattle
Where's my (huge) ASCII pyramid when I need it. :(

Posted: 16 May 2007, 16:50
by Dragon45
23 and 5 are prime :O

Posted: 16 May 2007, 18:56
by Radja
Dragon45 wrote:23 and 5 are prime :O
2+3=5 :OO

Posted: 16 May 2007, 20:00
by rattle
20880467999847912034355032910567^1/23 = 23!

Posted: 16 May 2007, 23:40
by Dragon45

Posted: 17 May 2007, 01:18
by rattle
Some evil person must be behind this. And we're derailing the BA thread. :(

Posted: 17 May 2007, 01:33
by knorke
to me the changes seem random :roll:

Posted: 17 May 2007, 11:16
by submarine
knorke wrote:to me the changes seem random :roll:

well i think increasing level2 combat power a bit is a good idea (dont know how much the got improved, i only played a short ba52 game so far)

nerving snipers and mobile aa is a good idea too

i hoped that metal makers efficiency would be decreased as well (right now ba games are often decided by mm eco not by terrain control)

Posted: 17 May 2007, 11:20
by Lolsquad_Steven
Yeah but to make a decent mm economy you sacrifice resources for units.

Posted: 17 May 2007, 13:27
by NOiZE
submarine wrote:i hoped that metal makers efficiency would be decreased as well (right now ba games are often decided by mm eco not by terrain control)
thats just not true. mexes are normally about 700 - 1000 % more effective depeding on the extraction rate