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Re: Balanced Annihilation V6.81

Posted: 26 Feb 2009, 16:21
by TheFatController
imbaczek wrote:
TheFatController wrote:The reason I feel it makes sense for gameplay is that it's only ever worth attacking enemies lines if you can certainly break through, anything less is just handing the enemy free metal.
speed is vital in this use case. kbots don't have it and playing with wrecks won't change anything.
How would changing wrecks 'not change anything when' i clearly said it was to reduce the amount of metal a kbot attack will give the enemy.

Kbots should be different from vehicles. Vehicles are fast. How would you propose vehicles stay competitive if Kbots are fast and can also climb hills?

Balance != making everything the same.

Re: Balanced Annihilation V6.81

Posted: 26 Feb 2009, 16:49
by pintle
pintle wrote: An intuitive basic premise for balancing kbot/veh as I see it:

Kbots: Higher DPS for cost than veh, slower, more vunerability to AOE, superior skirmish ability (through turn/accell rates), superior compound interest on cons lab assisting

Veh: Higher HP for cost than Kbots, faster, (thus naturally better at headlong charges into dfenz), more resilient cons with superior individual BP.
Hows that for a starting point in making kbots competitive without obsoleting vehicles?

Re: Balanced Annihilation V6.81

Posted: 26 Feb 2009, 17:02
by Pxtl
I agree that kbots have to stay slow. That was the problem before Caydr's Big Vehicle Buff that made kbots useless in the first place - anything you could do with kbots, you could do with vehicles.

My problem with cheap kbot wrecks is that it's non-obvious to the player. I'd either remove the wreck altogether or just leave them as is. Perhaps remove the wrecks for the flea, peewee, and AK, but leave them for all other kbots. You can't remove wrecks altogether or that makes the L1 rezbots useless.

@1v0ry_k1ng
The warrior has slightly shorter range than the Hammer, so I can't see it outranging anything.

Re: Balanced Annihilation V6.81

Posted: 26 Feb 2009, 17:56
by slogic
Is it possible in Spring to make a unit which will transport/move wreckages? In combination with resurrection kbots it gives a new tactics. I know there is a unit for OTA called Bulldozer but it just annihilates wreckages, not moves them.

Re: Balanced Annihilation V6.81

Posted: 26 Feb 2009, 18:35
by imbaczek
TheFatController wrote:Balance != making everything the same.
no need to explain this to me, i just don't believe changing corpse metal values will somehow make kbots more viable (or should i say, less useless.)

Re: Balanced Annihilation V6.81

Posted: 26 Feb 2009, 19:57
by TheFatController
I see kbots used in pretty much every team game I play and frequently start kbots myself, that said I do exclusively make Storms and not much else so I do see a problem there. I think buffing them at tech 1 in anything other than small steps would be a mistake.

Re: Balanced Annihilation V6.81

Posted: 26 Feb 2009, 19:58
by TradeMark
lul wat, someone wants to change corpse metal values to make more balance?

Re: Balanced Annihilation V6.81

Posted: 26 Feb 2009, 20:42
by ginekolog
TheFatController wrote:I see kbots used in pretty much every team game I play and frequently start kbots myself, that said I do exclusively make Storms and not much else so I do see a problem there. I think buffing them at tech 1 in anything other than small steps would be a mistake.
I agree here. Anyone remember when storm cost 20% less and every game, even CC, was storm spam? Well i do and it was rly booring.

Veh should rule flat (lets say by 20% better) while kbots should be more usefull on hilly maps. So i support fat here with proposed changes. I do agree however with nerf of amhib cons being less usefull on land.

Re: Balanced Annihilation V6.81

Posted: 26 Feb 2009, 21:49
by 1v0ry_k1ng
storms are fine

Re: Balanced Annihilation V6.81

Posted: 26 Feb 2009, 21:58
by TheFatController
true dat, thuds are not :(

Re: Balanced Annihilation V6.81

Posted: 26 Feb 2009, 22:15
by 1v0ry_k1ng
ak/pw energy cost and builtime are not either

Re: Balanced Annihilation V6.81

Posted: 26 Feb 2009, 22:23
by Gota
Maybe,each person who has something he doesn't like about BA,make a list and fat controller will try to fuse all requests into the next release..
I THINK x,y,z units are unbalanced.Why?just because.
please buff or nerf those units.

Re: Balanced Annihilation V6.81

Posted: 26 Feb 2009, 23:12
by TheFatController
More like
Image

Re: Balanced Annihilation V6.81

Posted: 26 Feb 2009, 23:55
by Argh
That's really interesting.

Re: Balanced Annihilation V6.81

Posted: 27 Feb 2009, 00:20
by TheFatController
It's not real :p but it would be awesome lol

Re: Balanced Annihilation V6.81

Posted: 27 Feb 2009, 01:08
by TradeMark

Re: Balanced Annihilation V6.81

Posted: 27 Feb 2009, 04:19
by Pxtl
Yeah, I was actually tempted to make something like that a while back, just to give my web-programming skills a work-out, but I figured it wasn't worth the effort... Isn't that basically what CA is now?

Re: Balanced Annihilation V6.81

Posted: 27 Feb 2009, 05:22
by MidKnight
Pxtl wrote:Yeah, I was actually tempted to make something like that a while back, just to give my web-programming skills a work-out, but I figured it wasn't worth the effort... Isn't that basically what CA is now?
we don't give commit rights to everybody!just 99% of everyone =P

but really, while CA's direction is significantly influenced by the playerbase, CA has a very coherent set of design principles, and all final decisions are left to the devs. Which puts us in an awkward position: if we give the players more influence, we get flak like this (no offense pxtl :-) ) but if we go wit our own ideas, we either A: screw the game (though this mostly applies to me and me only :P ) or B: get the players pissed at us.

You can't please everyone all the time.


Now, back on topic: any cool new widgets planned for version 6.9, TFC? do you want me to submit a BA logo (if so, give me something to work with, some guidelines, what it represents, etc :P )? and most importantly: will gota make a spoof mod for "BA version 69?" :-)

Re: Balanced Annihilation V6.81

Posted: 27 Feb 2009, 18:20
by MR.D
Pelicans still need love.

Zeus are a bit OP.

Tritons still suck, unless you're on an Amphib map where they're superturbo (bugged).

Ground based AA still can't stop heavy bombers, partly because Bombers fly at the same speed as fighters, which means you always need a fighter screen.

Antinukes need more protection, either by cloak or some resistance to EMP strikes, and the automarker waypoints make it sooo easy to strike them.

Levelers still murder themselves.

Shiva has become the new OP T3 spam unit, needs some balancing or at least looking into.

Torpedo bombers do way too much damage to commanders, 3 planes can instantly destroy a commander, and if your commander is underwater you can't use any transport to evacuate him.

Re: Balanced Annihilation V6.81

Posted: 27 Feb 2009, 18:35
by Pxtl
About the Shivas - I agree that it is really odd that the amphib is now the de-facto L3 assault kbot. Then again, all the L3 core units are special-purpose. The karg is SAM/all-terrain, the Krog is putting all your eggs in one basket, the Jugg is too slow to be useful, and the catapult is an artillery unit. The Shiva is the closest thing to a general-purpose assault unit in the Core L3 arsenal.

Oh, and use mobile antis.

And yeah, the leveller needs some loving, either noselfpwn so that it can do the one and only job it is good at (fighting raiders) without being trivially out-micro'd, or an arcing weapon so that it will be more generally useful in a pitched battle. Right now, it's non-arcing weapon means it's only good in small scale... which is exactly the kind of environment that lets another player micro into point-blank range and get it to selfpwn.