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BA 7.70 Released!

Posted: 27 Jul 2012, 12:27
by Beherith
With special thanks to:

Very Bad Soldier
Nixtux
DeadNightWarrior
Zerver
Braindamage
And everyone who helped test and submitted fixes!

7.67(8) -> 7.70
7/25/2012
- Perfomance optimized blob shadows (nearly 30% faster)
- Optimized group label widget
- Fixed keybind/hotkey screen
- Fixed cortide yardmap
- Xray widgets removed
- Guardian and punisher 15% less metal costs
- Arm cloakable fus cloak cost reduced to 100 (from 200) auto cloaks when built
- Added mute support to red console Syntax: /mute /unmute …
- Merl AOE increased (100->150) Diplomat AOE increased (90->150)
- From BrainDamage: take command for idle players
- Added 'Prevent Excessive Share' gadget, fixes lost resources on take bug
- Added modoption to switch to classic pathfinder
- Changed to BrainDamage's dynamic stockpiler
- Decreased HP of t1 metal storages by 30%
- reduced morty speed by 20%
- Updated game energy converion gadget, stunned mm no longer produce m, each mm now shows output like old times
- DGUN Unstall widget replaced by DGUN stall assist widget
- Fixed crash in mo_preventdraw when game is acutally a draw
- Added 3 more widgets on request: cmd_factoryqmanager.lua gui_idle_builders_new.lua unit_only_fighters_patrol.lua
- Mex upgrader fix
- Set collisionvolumetest true for all unit's
- Fixed comm reduced airblast
- Nano towers are now transportable, in t1 transports too.
- Fix units receiving damage on not-so-nice unloads from transports.
- Vanguard nerf: hp 15k->12k, weaponvelocity 610->500, predicboost 0.75->0.25
- Plenty of widget and gadget fixes, optimizations for MT.

Download link

Re: BA 7.70 Released!

Posted: 27 Jul 2012, 14:03
by Ares
Some really good changes, nice to see balance is remains flexible.

This one caught my eye though: - Nano towers are now transportable, in t1 transports too. Seems like a very unusual balance change, what was your reasoning behind this?

(Was it to ruin Zangeephs freaker vs nanos calculations? :p)

Re: BA 7.70 Released!

Posted: 27 Jul 2012, 14:35
by Johannes
Transportable nanos oO


Actually it's a cool change, but nanos are too efficient to start with - making other forms of buildpower (yaya except those damn freakers) inferior wherever they can be used. Now if they'd cost some more metal (and add a wreck/remove overt chaining also, those are bad kinds of gimmicks), this could be good.

Re: BA 7.70 Released!

Posted: 27 Jul 2012, 14:39
by knorke
dont you hate it when you combomb and there is no nano nearby to reclaim? 8)

Re: BA 7.70 Released!

Posted: 27 Jul 2012, 14:43
by Beherith
Transportable nanos a bitch to micro if you want them to compete with freakers. The point is, they are quasi mobile t1 buildpower. Your allies can give you their nanos if you get bombed, makes restarting a base easier. Also makes making distributed bases easier and quicker. Should help with making stealth bases behind enemy lines too.

Re: BA 7.70 Released!

Posted: 27 Jul 2012, 15:36
by Johannes
I don't think they should have to compete with freakers. If freakers are a problem change them, not everything else.

At first I liked the basic premise but now that I think it through I'm not sure anymore... Because all those things you said, wouldn't they be actually be accomplished more elegantly by simply altering the balance between nanos and t1 cons?
And when you've also got a strictly static option as well (immobile nanos), it makes mobile buildpower a choice rather than an inevitability. While encouraging spread out bases with several labs is good, the option to have just a single, efficient, vulnerable base is cool too as long as it's not the only sensible way.

Because aren't transportable nanos, to simplify a bit (or a lot), just a harder to micro, more efficient version of t1 cons once you've got transports?


In the end though, it's not something that's easy to use. So probably it won't affect much, even for top notch players it's a long process to find out when and how to best utilize them. Unless someone's really persistent in experimenting with it and losing a ton of games in the process, it's too risky and demanding to start thinking about the applications during a game.


Oh and as far as the UI goes, can't try it for myself till some days, but will area load commands pick nanos up?

Re: BA 7.70 Released!

Posted: 27 Jul 2012, 15:47
by SinbadEV
Oh man!

Crazy idea dudes... instead of Transportable Nano Towers, what if you had them actually able to move themselves (most likely by flying) but they needed to land and "engage" before they can assist/build! then you get the limited mobility without the micro and it fits the niche between T1 cons and Nano Towers without making the game more complex.

Re: BA 7.70 Released!

Posted: 27 Jul 2012, 17:16
by klapmongool
Awesome guys! A lot of nice fixes and changes. I'd love to see guardians being used more :P


Transportable nanos... bad idea imho. Maybe someone can explain the rationale behind it?

Re: BA 7.70 Released!

Posted: 27 Jul 2012, 18:12
by Rumpelstiltskin
Johannes wrote: In the end though, it's not something that's easy to use. So probably it won't affect much
Nanos were transportable in some past BA iteration and nobody did it.
The plasma tower change was a long time coming but If you truly make them viable they will clash with the usage of the T1 vehicle artillery.
the more plasma turrets the less T1 vehi arty.

Re: BA 7.70 Released!

Posted: 27 Jul 2012, 18:23
by Ares
If the transportable option sticks could the nanos be given an "upgrade" where you pay the cost of a transport for it to gain the same mobility?

(obviously if you microed with air transports you could save money as each could take multiple trips or load several at a time)

Re: BA 7.70 Released!

Posted: 27 Jul 2012, 18:27
by Jazcash
Beherith wrote: - Nano towers are now transportable, in t1 transports too.
Well this should be interesting...

Re: BA 7.70 Released!

Posted: 27 Jul 2012, 19:41
by albator
Looks like cool fix.

Transportable nano :D
This is just transportable PORCING to me. I would revert that.
1st to get freaker transport his nano to front and advanced with nano and sabot porc gradually, reclaiming old t2 def. Just unstoppable with T1... Of course that is just a DSD/overcrowded map thinking :p


I really like M storage decrease, maybe not even enough.

I think as long guardian has high-traj option, it should stay that expensive.

Re: BA 7.70 Released!

Posted: 27 Jul 2012, 20:44
by NeOmega
another vote against transportable nanos

1) It really makes making more than 1 con aircraft useless.
2) Ive always felt nanotowers should be a t2 con project as it was. They are the only "constructor" buildable by t1 cons, and now, they can be moved.
3) to build all other t1 con units, you must use precious lab-build time
4) porc has just become ultra-powerful. You can fly some nanos to a location and porc rush a front. Porc really should be reserved for an area you control for a period of time, or if you want to porc rush a front, you should have the mobile con units to do it, (during t1, this means slow units, or many, many t1 air cons)
5) immersion: t1 airlifts cant carry sumos, but they can carry immobile turrets. Why not llts, radar and jammers? they surely weigh about the same.

nanotowers even as stationary objects, are very, very powerful, one of the few absolutley necessary elem

Re: BA 7.70 Released!

Posted: 27 Jul 2012, 22:15
by dansan
porc rush a front
Nanos are very expensive BP and E wise. To rush a com to the front and another player rushes nanos, they need 1-2 lab(s) (one of them an air lab), a lot (!) of E and BP and at least 2 cons to build def@front + nanos@back plus a trans. If the con4front is from the air-lab, then a single samson will shoot it down -> plan failed. So in reality they need 2 labs. After building 6 mex, >=6 E-producers, 2 labs , 2 cons and a trans I wonder how much porc those players will be able to build... IMO at the time the 1st nano is ready for lift off, both bases will have been crushed.

Re: BA 7.70 Released!

Posted: 27 Jul 2012, 22:43
by BaNa
imo the main gain of transportable nano is the nano ai. you can effectivly create area with auto repair, auto reclaim and auto assist by plopping down a nano. this is good, as not everyone has the micro for doing these manually with cons.

Re: BA 7.70 Released!

Posted: 28 Jul 2012, 00:06
by albator
Riot tank and janus still give almost no stun to T1 tank. That is quit annoying especially for riot which lose all his interest

Re: BA 7.70 Released!

Posted: 28 Jul 2012, 01:50
by albator
This should not be allowed to happen:

1)Build a few scout , 10 bomber
2) go to ennemy, lure the ennemy with the scout, they targeted it, then u can fly with your bomber in the fighter, they wont fire as long as the scout is not killed.

Also, vangard really are crap now, but that compensate riot are useless too

Re: BA 7.70 Released!

Posted: 28 Jul 2012, 01:59
by Silentwings
Alba - I think that the reason the 'lured' enemy aa doesn't re-target is the change in attack behaviour in 0.89. I agree that this is an issue when the target goes out of range, though.

Re: BA 7.70 Released!

Posted: 28 Jul 2012, 02:37
by Wombat
Well done making exploit public.

Also making op nano even more op is not cool at all (even if its funny feature)

Re: BA 7.70 Released!

Posted: 28 Jul 2012, 18:28
by albator
Com dont stop Dgunning once you start, emptied your E and annoying when u are heading to your own unit...