Balanced Annihilation V7.00

Balanced Annihilation V7.00

Classic game design, maintained to please you...

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TheFatController
Balanced Annihilation Developer
Posts: 1177
Joined: 10 Dec 2006, 18:46

Balanced Annihilation V7.00

Post by TheFatController »

Changelog 6.96 --> 7.00 wrote:- Added new loadscreens.

- Fixed categories for new spring release.

- Added custom icons widget (default on).
- Added customised Waypoint Dragger widget (default on).
- Added new Share Tracker widget (default on).
- Modified Attack AOE widget, idle performance increased.
- Updated Ghost Site widget to 1.2.
- Updated Defense Range widget to 6.12.
- Updated Take Reminder widget to 3.12.
- Updated Custom Formations widget to 2.2.
- Updated Unit Marker widget to 1.3.
- Removed blast radius widget.
- Removed minimap events widget.

- Added SirMaverick's DroppedStartPos gadget (fixes dropped players starting in enemy start box).
- Fixed FFA Mode to no longer destroy units inside enemy transports.
- Fixed a possible workaround the anti loadhax gadget.
- Tweaked Passive nanos gadget, added the switch to t1 Minelayers.
- Renamed "Greenfields Mode" to "No Metal Extraction".
- Removed broken King of the Hill mode (if Alchemist/anyone wants to fix it in a mutator i'll reintegrate)

- Tweaked some death explosions.
- Added gfx for small yellow laser hits.
- Improved Commander laser aiming script, special damages vs air tweaked.

- Arm Jeffy weapon damage reduced (50->35).
- Core Weasel weapon damage reduced (50->35).
- Arm Flea Reloadtime increased (0.4->0.55), death explosion damage increased slightly (5->8).
- Arm Jethro velocity increased 15%, added maxslope=15 tag for combat engineers.
- Core Crasher velocity increased 15% added maxslope=15 tag for combat engineers.

- Arm Freedom Fighter & Core Avenger buildtime reduced 15%, acceleration increased (2.5).
- Arm Thunder & Core Shadow buildtime reduced 30%.
- Arm Thunder & Core Shadow Metal & energy cost reduced 5%.
- Arm Thunder & Core Shadow bomb damage reduced, area of effect increased.

- Arm Construction Seaplane & Core Construction Seaplane can now build t2 energy / metal stores.

- Core Viper & Arm Pitbull energy cost increased 50%.
- Core Viper & Arm Pitbull damage and reload increased 25% (same dps, slightly lower ROF).

- Core Pyro flame should no longer show up outside normal LOS for enemies.
- Arm Fatboy sightdistance increased (416->510).
- Arm Fatboy Metal cost reduced (1576->1418).
- Core Termite weapon damage increased 25%.
- Arm Recluse weapon damage increased 25%.
- Core Skuttle Energy cost reduced (27470->24723), Buildtime Reduced (18861->16975).
- Core Voyeur movement class fixed (TANK2->KBOT2).

- Arm Razorback weapon tweaked, dps and aimspeed improved.
- Arm Razorback hitsphere streamlined to reduce blocking in groups.
- Arm Vanguard velocity increased (0.8->1.1).
- Arm Vanguard burnblow removed (broke high traj).
Download Balanced Annihilation V7.00

Major goals of this release are to:
- Reduce the skirmishing power of scouts for 1v1 games.
- Make tech 1 air useful.
- Make BA better.

The t1 bomber change is still experimental and may be subject to change or full reverting depending on how it plays out..

Have fun!
imbaczek
Posts: 3629
Joined: 22 Aug 2006, 16:19

Re: Balanced Annihilation V7.00

Post by imbaczek »

no jeffy speed nerf?
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TheFatController
Balanced Annihilation Developer
Posts: 1177
Joined: 10 Dec 2006, 18:46

Re: Balanced Annihilation V7.00

Post by TheFatController »

Speed nerf would damage scouting ability, tho it might revert to that if the dps nerf doesn't work well.
eyu100
Posts: 182
Joined: 05 Jul 2008, 04:10

Re: Balanced Annihilation V7.00

Post by eyu100 »

What was the fixed loadhax workaround? Can you still nap moving coms by moving the trans forward like you could in 6.96?

EDIT: Yes you still can, so a very sophisticated gadget could theoretically still nap moving coms.

EDIT2: widget*
imbaczek
Posts: 3629
Joined: 22 Aug 2006, 16:19

Re: Balanced Annihilation V7.00

Post by imbaczek »

my main concern is weasel vs jeffy being biased towards the jeffy, also jeffy speed makes people go arm much more.
Last edited by imbaczek on 18 Aug 2009, 09:44, edited 1 time in total.
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Jazcash
Posts: 5309
Joined: 08 Dec 2007, 17:39

Re: Balanced Annihilation V7.00

Post by Jazcash »

- Improved Commander laser aiming script
Is this the Com awareness issue I mentioned fixed?

Edit:

Also, wouldn't it makes more sense to use the biggest possible loadscreen size we can get so the loadscreens are shrunk down (better in quality) rather than blown up (worse - obviously)...
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JohannesH
Posts: 1793
Joined: 07 Apr 2009, 12:43

Re: Balanced Annihilation V7.00

Post by JohannesH »

My fps is slightly worse than it used to, any idea what could be the reason/way to fix it? Tried disabling the new widgets but they didnt matter.

Could be just something with my computer though, Ill try if old BA is slower now too when i get round to it.

Edit: nevermind i had just forgotten my viewradius to a huge number...
Last edited by JohannesH on 18 Aug 2009, 02:26, edited 1 time in total.
Hacked
Posts: 116
Joined: 15 Aug 2008, 18:06

Re: Balanced Annihilation V7.00

Post by Hacked »

TheFatController wrote:
Changelog 6.96 --> 7.00 wrote: Major goals of this release are to:
- Make BA better.
always a good sign
i wonder how 1v1 cometcatcher games will change after the jeffy nerf
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albator
Posts: 866
Joined: 14 Jan 2009, 14:20

Re: Balanced Annihilation V7.00

Post by albator »

- Arm Jeffy weapon damage reduced (50->35).
- Core Weasel weapon damage reduced (50->35).
Too bad, It will give more advantage to ARM in raiding... does it realy need it ?

I explain my point of view:
Arm is strong for raiding with flash (and also jeffy) and since gathor are slower than flash, weasel was a very good way to counter early flash spam (u need 3 or 4 weasel for one flash). But with this nerf of weasel (and jeffy) , it will become extremly difficult for core to counter early flash raid (since gathor are much slower, they always need to run after flashes or anticipate)

Moreover jeffey are still faster than weasels....
So maybe is will decrease scout spam in 1vs1 but it will definitly turn more players into ARM which is already used more often than CORE.

But maybe it was the point of this upgrad ? Turn more and more players into ARM ? ...
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Jazcash
Posts: 5309
Joined: 08 Dec 2007, 17:39

Re: Balanced Annihilation V7.00

Post by Jazcash »

BLADEWINGS RUIN RAIDS. DO NOT WANT.
YokoZar
Posts: 883
Joined: 15 Jul 2007, 22:02

Re: Balanced Annihilation V7.00

Post by YokoZar »

Thank you for this update, it contains so much good stuff, especially the start position gadget - I've had many games ruined without it. I also, of course, appreciate the notification for received units gadget ;)

Just to guide the discussion from before, the following units remain unchanged but still problematic to some degree:

Arm FARK: Much worse than the freaker, yet same cost. Would be nice to have some Armish counterbalancing (eg stealth or cost reduction). It's currently so expensive it's actually better to spam t1 con kbots if you want to make windmills, its sole advantage.

Core Wind Generator: Is fully 20% more expensive than Arm windmills. This is a huge disadvantage on maps where wind is efficient - which is a lot of them. Reduce the price discrepancy or give it some other reasonable balance (Way more hp to prevent chain explosion? A very slight energy storage?)

Jellyfish: See thread: http://springrts.com/phpbb/viewtopic.php?f=44&t=19897 -- basically it often can't hit anything, and sometimes shoots for very long distances. It can also still be FPSed.

Shipyards: As said before the hitbox has issues, especially with gimps and gunships.


Awesome release btw ;)
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Neddie
Community Lead
Posts: 9406
Joined: 10 Apr 2006, 05:05

Re: Balanced Annihilation V7.00

Post by Neddie »

Looks good, plays good, Bladewings don't mess up raids, enjoying my 1v1/2v2. Might play team games after I get my computer stable again.
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hunterw
Posts: 1838
Joined: 14 May 2006, 12:22

Re: Balanced Annihilation V7.00

Post by hunterw »

pretty huge nerf on weasel/jeffy. since its one of the most used units its going to have massive impact.

t1 bomber buff will be interesting to see play out.

glad about faster AA.

screenys are pretty!
YokoZar
Posts: 883
Joined: 15 Jul 2007, 22:02

Re: Balanced Annihilation V7.00

Post by YokoZar »

Anyone else feel that the Wolverine could use a damage buff? Currently they fail against slashers even when the missile trucks are stationary. If they're given even a paltry amount of micro it's not even close. As it is, the t1 artillery's damage is so low they have a very hard time taking down fixed defenses, which is pretty much their only purpose (that and shooting down cliffs)
MATAS
Posts: 8
Joined: 09 Aug 2009, 18:59

Re: Balanced Annihilation V7.00

Post by MATAS »

TheFatController wrote:
Changelog 6.96 --> 7.00 wrote:
- Arm Jeffy weapon damage reduced (50->35).
- Core Weasel weapon damage reduced (50->35).
- Arm Flea Reloadtime increased (0.4->0.55), death explosion damage increased slightly (5->8).
Finally! Brawoooo!! 8)

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BaNa
Posts: 1562
Joined: 09 Sep 2007, 21:05

Re: Balanced Annihilation V7.00

Post by BaNa »

- Arm Jeffy weapon damage reduced (50->35).
- Core Weasel weapon damage reduced (50->35).

:(
Klopper
Posts: 146
Joined: 10 Jan 2007, 14:31

Re: Balanced Annihilation V7.00

Post by Klopper »

Ohnoes! Jeffy!! JEEEEFFFIIIIEEEEE!!! :cry:
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Jazcash
Posts: 5309
Joined: 08 Dec 2007, 17:39

Re: Balanced Annihilation V7.00

Post by Jazcash »

Is it just me or are desyncs more common in this new version?

ALSO COM'S DGUN IS OP. NERF IT'S DAMAGE BY 99%!
eyu100
Posts: 182
Joined: 05 Jul 2008, 04:10

Re: Balanced Annihilation V7.00

Post by eyu100 »

JAZCASH wrote:Is it just me or are desyncs more common in this new version?

ALSO COM'S DGUN IS OP. NERF IT'S DAMAGE BY 99%!
Each fireball would still do 1k damage. :wink:
YokoZar
Posts: 883
Joined: 15 Jul 2007, 22:02

Re: Balanced Annihilation V7.00

Post by YokoZar »

The Leviathan is buggy. A destroyer can outspeed it, so if you tell the leviathan to chase a destroyer it will act like a retarded child - catch up to it, stop to fire a shot, then be out of range and start moving forward again.

Worse, on maps with deep water (like Tropical), the Leviathan gets very confused. It'll run right up to a mex to kill it, but then sit there doing nothing since it can't shoot straight down. It'll also charge to attack Jellyfish hopelessly.
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