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Balanced Annihilation 5.71

Posted: 08 Sep 2007, 14:19
by NOiZE
changelog wrote:5.7 --> 5.71

Fixed the wreckagefile

5.61 --> 5.7

Arm Spy can no longer be build from the Amphid lab.
Really fixed the Arm Seer corpse metal ammount :P
Removed the radar turn off on E-stall lua-rule.
Increased Buzzsaw/Vulcan energycosts to fire, you need redicoulous ammounts of E now :)
Floating targetting facility's costs divided by 4, so they are in line with the landbased ones.
Arm Solar Hitsphere decreased to Core Solar size
Gator Hitsphere decreased to Armflash size
Tweaked Floating Radar hitsphere's so subs can kill them more easy
Light mines no longer do impulse
Removed Flares from all planes which had them
Made Juno Cheaper, Moved to T1 builders, Made the missle cheaper, faster to build, decreased its AoE a bit (You can also kill minefields with it!!!)
Radar Jamming Kbots have the Kbotmovementclass now.
Added one boring loadscreen, because Satirik Bribed me :(
Increased Catalyst's Range, reduced the damage to commanders

Image


Have Fun

Posted: 08 Sep 2007, 14:46
by NOiZE
oops :)

Posted: 08 Sep 2007, 23:48
by SwiftSpear
Aw, I liked the arm solars bigger. It was a strategy thing going core because you could snuggle LLTs behind solars :P

Now everyone will steal my core strats for arm.

Posted: 09 Sep 2007, 02:17
by Linebacker
I am almost 100% positive, that I was the first to reply to the new version. I wonder whether my post got deleted. :shock:

Posted: 09 Sep 2007, 02:25
by manored
NOiZE wrote:oops :)
That sounds like a possible explanation to that fact... ;)

Posted: 09 Sep 2007, 03:28
by Noruas
Arm Solar Hitsphere decreased to Core Solar size
Another version making arm stronger, and core even harder to use...

Posted: 09 Sep 2007, 04:51
by REVENGE
Removed Flares from all planes which had them
Hmm...Reason?

Posted: 09 Sep 2007, 06:15
by SwiftSpear
Linebacker wrote:I am almost 100% positive, that I was the first to reply to the new version. I wonder whether my post got deleted. :shock:
Your post contained "1st lol" and that's it. It was deleted because it was spam which is a violation of our forum rules.

Posted: 09 Sep 2007, 06:18
by SwiftSpear
Noruas wrote:
Arm Solar Hitsphere decreased to Core Solar size
Another version making arm stronger, and core even harder to use...
The gator hitsphere was reduced to the size of the flash hitsphere... Basically gators will now be generally tougher against flash/medium tanks.

Posted: 09 Sep 2007, 06:43
by Neddie
Why would you remove flares?

Posted: 09 Sep 2007, 07:47
by Ishach
flares create a level of complete randomness in regards to planes. Especially with their low hitpoints it means that a 50% chance flare could mean a 50% chance that a unit lives or dies every shot.

By removing them it makes planes effectiveness easier to look at, and then be balanced from there - Rather than having their effectiveness controlled by random numbers.

It also helps the player know where they stand with a unit. Imagine if gators had a flare that protected them from LLTs 50% of the time. It could be possible for a gator to destroy two LLTs alone in one game, but in another sitation the gator might not even survive to approach them.


Flares were just a random factor that in the long run we are better without.

Posted: 09 Sep 2007, 09:38
by NOiZE
thanks for explaining isaac :)

Posted: 09 Sep 2007, 12:05
by KingRaptor
Air in general is quite unpredictable anyway though.

Posted: 09 Sep 2007, 12:46
by CautionToTheWind
I think removing flares is a mistake, as it diminishes the game just to make modding it easier.

Flares are not random, not any more random than a hammer shot hitting or missing a moving target. The planes that had them were carefully restricted to those that needed them and where it made sense, such as scouts and lvl 2 fighters.

Now that i think of it a bit, this is by far the biggest mistake ever done in BA.

Posted: 09 Sep 2007, 13:04
by SwiftSpear
CautionToTheWind wrote:not any more random than a hammer shot hitting or missing a moving target.
That's not random, it's based on the micromanagement patterns of the player controlling the moving unit. Flares were quite literally a random number generator. It's not the right way to do it.

Posted: 09 Sep 2007, 13:53
by MR.D
The only planes that "needed" flares are the LVL-2 Radar scout planes, since they're unarmed and built only for reconnaissance, they needed some defense against long range missiles.

Yes, it may have been slightly useful on others, but not really necessary.

Someday, Stealth Fighters will actually be "radar invisible", so they as well can be used for real stealth infiltrations and scout jobs.

Posted: 09 Sep 2007, 13:57
by KDR_11k
What about mid-long range plasma weapons like guardians or LRPCs? They scatter randomly, too. ZOMG, random number generator!

Posted: 09 Sep 2007, 14:42
by Sleksa
guardian doesnt really scatter ├â┬ÁO

Arm Solar Hitsphere decreased to Core Solar size
Another version making arm stronger, and core even harder to use...
i lolled

Posted: 09 Sep 2007, 14:45
by 1v0ry_k1ng
why not just redo flares? eg, instead of a 10% chance of missing, have an infallable flare that takes 5 seconds to reload. then you have an aircraft which can fly over light AA and not take much damage as long as it moves quickly out of range. flares are a good way of aircraft micro for fighters if done right. just an idea

btw, who understands how to make flares work? as in, how to add them to the script and whatever else has to be done so the tags will do somthing?

Posted: 09 Sep 2007, 14:48
by Sleksa
1v0ry_k1ng wrote:why not just redo flares? eg, instead of a 10% chance of missing, have an infallable flare that takes 5 seconds to reload. then you have an aircraft which can fly over light AA and not take much damage as long as it moves quickly out of range. flares are a good way of aircraft micro for fighters if done right. just an idea

ok , go do it.