Suggestion:

Suggestion:

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Sausage
Posts: 272
Joined: 05 Jan 2010, 23:47

Suggestion:

Post by Sausage »

Increase peewee turning speed.

I like using arm kbots and I'm trying to develop a good strategy on comet catcher with it but the peewees just totally let me down. It is hard to micro the peewees to kill scouts because they always turn to face the way which their legs are facing as soon as the enemy is out of range and this means that the peewee is constantly turning around as I'm trying to keep it at max range of the enemy scouts. It wouldn't be so bad if it wasn't for the fact that peewees turn mega slow. So please increase the peewee turning speed to balance things out a bit because the Core AK is great at killing scouts.
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Mav
Posts: 258
Joined: 12 Nov 2009, 20:06

Re: Suggestion:

Post by Mav »

Sausage wrote:So please increase the peewee turning speed to balance things out a bit because the Core AK is great at killing scouts.
This is because Peewee != AK.

A lot of players make this weird assumption where they find a particular units on one side (your Arm Peewee) compare it to another different unit on the other side (Core AK) and say that they should behave the same way. Go ahead and stop thinking that way. They are different on purpose; this is because identical units with only cosmetic changes are very boring.

Instead, think of it this way:
AK is a fast scout unit with high accuracy and high rate of turn. DPS dependent on range because it uses laser weapons.

Peewee is an infantry unit with lower accuracy and rate of turn, but higher DPS that is independent of range.

Two totally different units with different roles. Each have their own pros, cons, and uses. Don't compare them again.
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Gota
Posts: 7151
Joined: 11 Jan 2008, 16:55

Re: Suggestion:

Post by Gota »

Don't play kbots on Comet or any big flat map in general,in BA.
If you wanna develop a kbot strategy on comet prepare to lose a lot.
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aegis
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Joined: 11 Jul 2007, 17:47

Re: Suggestion:

Post by aegis »

micro.
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Gota
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Joined: 11 Jan 2008, 16:55

Re: Suggestion:

Post by Gota »

aegis wrote:micro.
What about it?
Unless you are saying that micro is easier to perform when playing with kbots than units being more microabel means nothing.
In a good game micro is always lacking and the "extra micro you need to invest into kbots to win" could be used when playing with vehicles.
It's not like when you play with vehicles you reach some micro cap after which more micro does not improve your effeciency.
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Sausage
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Joined: 05 Jan 2010, 23:47

Re: Suggestion:

Post by Sausage »

Gota wrote:Don't play kbots on Comet or any big flat map in general,in BA.
If you wanna develop a kbot strategy on comet prepare to lose a lot.
no it actually works quite well, kbots are perfect for the early game.
- Much quicker at expansion
- Pwns scouts and because enemy expansion is usually protection by scouts it pwns enemy expansion too

backed up with areamex widget I can expand good while raping enemies with solid microz.

My problem is that peewees just don't do the job like AK does it but I don't want to go core because I love warriors, if only AK could swap places with peewee :(
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Gota
Posts: 7151
Joined: 11 Jan 2008, 16:55

Re: Suggestion:

Post by Gota »

Sausage wrote:
Gota wrote:Don't play kbots on Comet or any big flat map in general,in BA.
If you wanna develop a kbot strategy on comet prepare to lose a lot.
no it actually works quite well, kbots are perfect for the early game.
- Much quicker at expansion
- Pwns scouts and because enemy expansion is usually protection by scouts it pwns enemy expansion too

backed up with areamex widget I can expand good while raping enemies with solid microz.

My problem is that peewees just don't do the job like AK does it but I don't want to go core because I love warriors, if only AK could swap places with peewee :(
Why are kbots quicker to expand?
cons are actually slower and have no build power benefits compared to vehicle cons.
Kbot cons are cheaper but they also die quicker.
Kbots cons are much slower than vehicle cons.
PW and AK are much worse in anything for cost than flash and gator(sure kbots cost less metal but its actually a trap! since their e and build time costs are very high in relation with their other stats).
Another truth is that any units that is faster than another will become increasingly more effective the bigger the map is(if playuer amounts are the same).
Any other unit the kbots have in t1 is less effective than units with roughly the same role in the vehicle labs.
The only things kbots have that saves them are the rez bots.
Those are extremely powerful and versatile and hence so loved.

Did i mention that scouts are very good at killing pw/ak compared ot their speed and cost?
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Sausage
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Re: Suggestion:

Post by Sausage »

scouts can't kill AK for shit if you micro the AK and nobody can make many flash early on, especially when I have their expansion locked down, see how many flash you can make on 3 mexes after you've just built a bunch of scouts and a con or 2. Kbots are better for expansion because they are so cheap and quick to make which also makes them good for eco and build power. If any of my expansion is killed I just rez it all again and the rezzers are super useful for reclaiming enemy wreckages in the enemys own base, or rezzing units.
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Mav
Posts: 258
Joined: 12 Nov 2009, 20:06

Re: Suggestion:

Post by Mav »

Sausage wrote:scouts can't kill AK for shit if you micro the AK and nobody can make many flash early on, especially when I have their expansion locked down. Kbots are better for expansion because they are so cheap and quick to make which also makes them good for eco and build power. If any of my expansion is killed I just rez it all again and the rezzers are super useful for reclaiming enemy wreckages in the enemys own base, or rezzing units.
Well OK then, pard. You clearly know what you're doing and need no advice from us.

Good luck getting Fat to change the Peewee turn rate.

Hint: it's not happening.

It's not that the game is unbalanced; you're just playing it wrong
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Sausage
Posts: 272
Joined: 05 Jan 2010, 23:47

Re: Suggestion:

Post by Sausage »

The way it just constantly faces the wrong way seems like more of an annoyance that should be fixed than a factor in the balance to me.
A better solution than increasing the peewee turning speed is to make it so that it always faces enemies within los range rather than turning around every time it gets out of shooting range. It's a nightmare to micro.
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triton
Lobby Moderator
Posts: 330
Joined: 18 Nov 2009, 14:27

Re: Suggestion:

Post by triton »

I think the biggest problem is when you give move orders to units their turret/body just keep facing the last shooting place instead of facing the place their moving too.
Another problem that pewees should start to aim units before they reach pewee shooting range.
Anyway I think these changes vehicules would pwn kbots on comet if veh player dont feed kbot players with wrecks too much.
Sirex
Posts: 8
Joined: 03 Feb 2010, 22:23

Re: Suggestion:

Post by Sirex »

I am not a veteran, but in my experience if you start with bots you will need to have plasam bots with any force that you know will fight tanks.

But usually i do a dual start, first vehicel to harrass enemy with flash and have a mobile reserv. Then a forward kbot factory that will create a silent in the front lines and the bots will be used for storming the front or something more suitable for bots, while my tank force are used for mobile operations. This will require that you are sparesame with your use of nanos and such so you can utilise both factorys.
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Tribulex
A.N.T.S. Developer
Posts: 1894
Joined: 26 Sep 2009, 21:26

Re: Suggestion:

Post by Tribulex »

since pewees turn the direction of their legs, micro them with that in mind.

not a bug, its a feature. practice more.
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Jazcash
Posts: 5309
Joined: 08 Dec 2007, 17:39

Re: Suggestion:

Post by Jazcash »

I've said it before and I'll say it again. Imo, units should be more responsive. I mean, the small lag causes most of the unresponsiveness and you can really see the different when you play a local game.

But the things that you can change is the things like awareness. If a unit is set to Fire At Will, it should automatically fire at anything within it's range of fire, whether it's in LOS, or just a radar blip. I mean, it does kind of happen currently, but not to the extent I'd like.
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aegis
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Joined: 11 Jul 2007, 17:47

Re: Suggestion:

Post by aegis »

lua script: automatically send available idle units to a position to block incoming radar blips :>
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Jazcash
Posts: 5309
Joined: 08 Dec 2007, 17:39

Re: Suggestion:

Post by Jazcash »

Lua Script: Automatically send radars to check where units are hiding. It's Lua, anything is possible!
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Tribulex
A.N.T.S. Developer
Posts: 1894
Joined: 26 Sep 2009, 21:26

Re: Suggestion:

Post by Tribulex »

lua script: automatically combomb jazcash.
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Wombat
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Joined: 15 Dec 2008, 15:53

Re: Suggestion:

Post by Wombat »

d_b wrote:lua script: automatically combomb jazcash.
what? where?
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1v0ry_k1ng
Posts: 4656
Joined: 10 Mar 2006, 10:24

Re: Suggestion:

Post by 1v0ry_k1ng »

kbots blow, especially ultra high e-cost pw/ak. use vehicles
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Tribulex
A.N.T.S. Developer
Posts: 1894
Joined: 26 Sep 2009, 21:26

Re: Suggestion:

Post by Tribulex »

no as XmasSlaughter has proven t2-eco powered AK spam is not only hilarious but pretty effective too. Same with fleas only you need even more eco.


And rockos are good. trouble is most ba players cant micro, and prefer spam (flash, stumpy) to actual skill.
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