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Balanced Annihilation Development

Posted: 31 Jan 2010, 21:45
by Jazcash
Is TheFatController still around? I haven't seen him in a while on the forums or in the lobby. Does this mean somebody else can take over BA's development? If so, I nominate Beherith provided he isn't too busy to make a few changes every now and then.

Re: Balanced Annihilation Development

Posted: 31 Jan 2010, 22:18
by TheFatController
Yes i'm still around and have a 7.05 build in development but there should not need to be any rush as there shouldn't be anything seriously wrong with BA as it stands.

Also who ever said anything about nominations? :|

Re: Balanced Annihilation Development

Posted: 31 Jan 2010, 22:21
by imbaczek
apparently take remainder doesn't quite work in new spring, or something.

Re: Balanced Annihilation Development

Posted: 31 Jan 2010, 22:24
by Regret
imbaczek wrote:apparently take remainder doesn't quite work in new spring, or something.
It works afaik.

Re: Balanced Annihilation Development

Posted: 31 Jan 2010, 22:24
by Jazcash
Yay! Fatty's back everybody! :mrgreen:

Or have you just been lurking :|

Re: Balanced Annihilation Development

Posted: 31 Jan 2010, 22:28
by forest_devil
he's been testing your loyalty jaz.

Re: Balanced Annihilation Development

Posted: 31 Jan 2010, 22:30
by Jazcash
Oh shi-

Re: Balanced Annihilation Development

Posted: 01 Feb 2010, 00:15
by 1v0ry_k1ng
TheFatController wrote:Yes i'm still around and have a 7.05 build in development but there should not need to be any rush as there shouldn't be anything seriously wrong with BA as it stands.
well, sea,

Re: Balanced Annihilation Development

Posted: 01 Feb 2010, 12:38
by hoijui
i remember take-reminder reminding to take over allied AI controlled teams (which is wrong in my eyes).

Re: Balanced Annihilation Development

Posted: 01 Feb 2010, 13:02
by Wombat
i dont think there is anyone else who could develep ba better than tfc... mainly coz he doesnt listen to noob idea like urs jaz + if it was up to behe, it would be like ' oh i like u, tell me ur ideas and ill change ba right away' (it would be like this with most ppl around here)

ba is still most popular mod, what means there is no reason to change anything, kkthxbai

Re: Balanced Annihilation Development

Posted: 01 Feb 2010, 13:11
by TheFatController
1v0ry_k1ng wrote:well, sea,
Touch├® :P

Re: Balanced Annihilation Development

Posted: 01 Feb 2010, 13:15
by JohannesH
TheFatController wrote:
1v0ry_k1ng wrote:well, sea,
Touch├® :P
http://springrts.com/phpbb/viewtopic.php?f=44&t=21877

Re: Balanced Annihilation Development

Posted: 01 Feb 2010, 15:23
by Wombat
i just played some games and made drones D: wtf they didnt shoot moving units... plz keep it :D

Re: Balanced Annihilation Development

Posted: 01 Feb 2010, 17:34
by Saktoth
TheFatController wrote:
1v0ry_k1ng wrote:well, sea,
Touch├® :P
Sea is fine. D:

Re: Balanced Annihilation Development

Posted: 02 Feb 2010, 13:18
by 1v0ry_k1ng
Saktoth wrote:Sea is fine
Sea is only fine if you exclusively play Sands of War

Re: Balanced Annihilation Development

Posted: 02 Feb 2010, 18:21
by Neddie
Saktoth likes sea, because he is a master of sea. As people master a difficult or unforgiving balance model, they tend to lose sight of the problem as it no longer impacts them, and in the case of competitive players, they often come to exhalt the model because within it they are one of the happy few competents.

I don't think sea is bad either. It is unforgiving while the interactions between sea and hovers, sea and air, sea and land... leave a little to be desired. But, in a way, I enjoy it.

Re: Balanced Annihilation Development

Posted: 02 Feb 2010, 19:32
by ginekolog
I like sea too, its quite hard to learn it good though.

Torpedos are buged though, they cant kill sealab.

Re: Balanced Annihilation Development

Posted: 02 Feb 2010, 21:08
by Pxtl
The big challenge with sea is that you don't really have the comm or LLTs to fall-back on. There is almost no defense - you've got the comm's beefy nanolathe and and some very expensive defenses that will get pwned by the first destroyer to come along.

Fundamentally, sea gameplay is about beating down the other guy's navy enough to walk over to his base and fark everything up. If you lose a naval battle, there is no plan B.

Re: Balanced Annihilation Development

Posted: 02 Feb 2010, 23:47
by Mav
Someone said something that makes sense to me, though I understand how it could mess up game balance:

Why not allow the com to dgun or laser underwater? Or maybe a torp launcher?

The big difference in sea vs land is that in land, it's hard to rush a couple quick units to take out your enemy base. This is because the com can more-or-less defend against first-wave attacks with laser and/or dgun. Add an LLT or two (super cheap!) to your base to defend against scouts, and you can take your com out as a fast constructor/repairer/assult unit.

In the sea, you are more-or-less forced to keep your com at the base for a little while because he's defenseless in the open water.

The sea porc is only so effective. As mentioned, the first destroyer to come along pretty much out ranges everything. Keep a con ship with the destroyer to keep it repaired and suck up any metal it takes down.

In conclusion: the big difference between BA land and sea is that on land, your com is an effective unit capable of holding off small raids while expanding, while at sea your com is only a powerful con unit.

Re: Balanced Annihilation Development

Posted: 03 Feb 2010, 00:09
by Blue_Falcon
Mav wrote:...while at sea your com is only a powerful con unit.
Powerful and *fragile* con unit.

And yes, I did read the whole post, that's just all I had something to say about :P