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Balanced Annihilation V6.95
Posted: 30 May 2009, 04:41
by TheFatController
Changelog 6.94 --> 6.95 wrote:- Fixed a bug in BA Allied Cursors where specs would broadcast a cursor.
- Fixed autoquit widget.
- Fixed shield watch gadget again for new spring.
- Updated Select n Center widget as it seems to be marking the wrong start point on fixed/random games.
- Resized Radar icons to 128x128 to fix an issue with some Nvidia cards.
- Arm Spider sightdistance raised (273->360).
- Core Pyro Acceleration (0.25->0.45) and Speed (2.5->2.75) increased, torso turnrate increased (200->275).
- Core Skuttle move velocity increased (1.15->1.35)
- Arm Pelican AA missile can no longer be force fired at ground.
- Arm Panther lighting weapon no longer targets air.
- Arm Panther AA missile can no longer be force fired at ground.
- Core Double LLT buildtime reduced (6592->5448).
- Arm Beamer buildtime reduced (6493->5324).
- Arm Packo costs all reduced by 20% (energy,metal,buildtime).
- Core SAM costs all reduced by 20% (energy,metal,buildtime).
- Core Bladewing EMP damage vs Commanders cut by 33%.
- Arm & Core Submarines given badtargetcategory HOVER (only attack hovercraft if no better targets).
- Arm & Core Construction Seaplanes can now build naval mines rather than land mines.
- Arm & Core Seaplane platform buildlists reorganised (same as land airplants).
- Arm & Core Ressurection Subs workertime increased (200->450), can no longer assist building.
- Arm Vanguard damage increased (750->900), heightboostfactor added (1.15), sightdistance increased (525->625), accuracy increased.
- Arm Maurauder cannon reload time reduced (0.8->0.7), acceleration increased (0.072->0.22)
- Arm Maurauder gains the panther/pelican light AA missile.
- Arm Maurauder walk script improved, turret turnrate improved a bit (110->140).
- Arm Razorback move velocity increased (2.1->2.3), turnrate increased 25%.
- Arm Razorback dps vs air reduced ~25%.
- Arm Bantha move velocity increased (1.32->1.65), blaster velocity decreased (600->400) (mainly so its more visible).
- Arm Bantha self destruct damage reduced (9500->5500) blast range reduced (1280->960).
- Core Karganeth move velocity increased (1.38->1.5).
Download Balanced Annihilation V6.95
Have fun!
Re: Balanced Annihilation V6.95
Posted: 30 May 2009, 08:26
by hunterw
oh man changey as fuck
where da new loadscreens at

Re: Balanced Annihilation V6.95
Posted: 30 May 2009, 12:16
by TheFatController
hunterw wrote:where da new loadscreens at

Need the old overlay or a new logo first :)
Re: Balanced Annihilation V6.95
Posted: 30 May 2009, 13:22
by el_matarife
New chicken mod version incoming?
Re: Balanced Annihilation V6.95
Posted: 30 May 2009, 13:23
by Saktoth
Badtargetcategory for subs > hovers? Not onlytargetcategory sub/amph?
I think BA still has the messed up OTA target categories though (there is no category which only submergable things belong to), do fbi/tdf files support multiple onlytargets?
The Bantha shares an explosion with some other things, but i suppose you probably forked it.
Re: Balanced Annihilation V6.95
Posted: 30 May 2009, 13:31
by TheFatController
Bantha explosion got forked (I didn't nerf the Arm Nuke thanks :p).
el_matarife wrote:New chicken mod version incoming?
Yep, later today I hope.
Re: Balanced Annihilation V6.95
Posted: 30 May 2009, 13:45
by 1v0ry_k1ng
the hllt really should not take longer to build than the (superior) beamer
Re: Balanced Annihilation V6.95
Posted: 30 May 2009, 14:53
by TheFatController
Known Issue: You cannot resurrect a corpse you've partially reclaimed.
Re: Balanced Annihilation V6.95
Posted: 30 May 2009, 15:50
by MR.D
One thing that could really use a change is the EMP resistance of Antinukes.
Considering the massive range of the EMP cruise missle, Cheap EMP and then followup nuking has gotten a bit retarded.
It would be nice if AntiNuke Silos were a bit more EMP resistant, at least enough to remain operational after at least 1 hit.
At least that gives you time to attempt a counterattack before your entire base gets nuked.
Yes I know mobile anti does a fair job of minimizing the risk of EMP strike on your only defense against nuke hits, but they occupy so much time in your T2 factory to be built that its usually not an option when you're trying to keep a ground war going.
Re: Balanced Annihilation V6.95
Posted: 30 May 2009, 16:13
by MR.D
T1 Solars, and Adv solars could use better slope tolerance as well, for such a basic unit, there are alot of maps that make it very difficult to place solars even on relatively flat terrain.
Re: Balanced Annihilation V6.95
Posted: 31 May 2009, 12:28
by REVENGE
Yes buff the Vanguard.
You're crazy.
Re: Balanced Annihilation V6.95
Posted: 31 May 2009, 12:38
by Neddie
Like a Fox.
Re: Balanced Annihilation V6.95
Posted: 31 May 2009, 14:03
by Jazcash
neddiedrow wrote:Like a Fox.
Boss*
Re: Balanced Annihilation V6.95
Posted: 31 May 2009, 20:30
by Evil4Zerggin
Saktoth wrote:do fbi/tdf files support multiple onlytargets?
Yes.
Re: Balanced Annihilation V6.95
Posted: 31 May 2009, 20:45
by YokoZar
Arm & Core Submarines given badtargetcategory HOVER (only attack hovercraft if no better targets)
Just to check, did you include Gimps and Jellyfish in this change?
Re: Balanced Annihilation V6.95
Posted: 02 Jun 2009, 19:07
by MR.D
Something else that would be just awesome for at least 1 release, would be to remove Commander Corpse metal.
Just for 1 release, and watch how much better the pub games get.
Re: Balanced Annihilation V6.95
Posted: 02 Jun 2009, 19:19
by JohannesH
MR.D wrote:Something else that would be just awesome for at least 1 release, would be to remove Commander Corpse metal.
Just for 1 release, and watch how much better the pub games get.
It'd just make people commdrop more, cause there'd be no risk of losing the corpse.
Re: Balanced Annihilation V6.95
Posted: 02 Jun 2009, 19:41
by HectorMeyer
MR.D wrote:remove Commander Corpse metal.
I recently suggested this, but got no feedback.
Re: Balanced Annihilation V6.95
Posted: 02 Jun 2009, 21:09
by babbles
JohannesH wrote:MR.D wrote:Something else that would be just awesome for at least 1 release, would be to remove Commander Corpse metal.
Just for 1 release, and watch how much better the pub games get.
It'd just make people commdrop more, cause there'd be no risk of losing the corpse.
There'd be the risk of loosing your commander...and xta has no comm wrecks yet comm drops don't happen often
Re: Balanced Annihilation V6.95
Posted: 02 Jun 2009, 21:30
by BaNa
add it as a crazy modoption, not a balance change.