I always thought that was kinda weird. History tells us that most AA weaons (specificly projectile weapons) have been used against ground targets because of their supreme accuracy ...
No not just that. Same with the defenserange widget that marks enemy turret ranges and anti nuke radius. And some others as well. Widgets are not always accessible or used by everyone so SA sacrifices being always up to dates with anything new coming out with having a stable unison experience for everyone playing SA. I don't think there should be such an attention given to Widgets especially when it comes to OTA based mods. Widgets can alter gameplay just like adding or removing units or changing their properties. The main motif is the core balance and gameplay not hording of features that most of the time just change the gameplay not necessarily making it better.
To see antinuke ranges select the antinuke from a con and hover it over the enemy's antinuke. You can do this for all turrets if you've got the time. Defence ranges just removes this tediousness.
No not just that. Same with the defenserange widget that marks enemy turret ranges and anti nuke radius. And some others as well. Widgets are not always accessible or used by everyone so SA sacrifices being always up to dates with anything new coming out with having a stable unison experience for everyone playing SA. I don't think there should be such an attention given to Widgets especially when it comes to OTA based mods. Widgets can alter gameplay just like adding or removing units or changing their properties. The main motif is the core balance and gameplay not hording of features that most of the time just change the gameplay not necessarily making it better.
To see antinuke ranges select the antinuke from a con and hover it over the enemy's antinuke. You can do this for all turrets if you've got the time. Defence ranges just removes this tediousness.
I don't see it that way and obviously you know it. If you want to say how automated CA is this is not the place. If you want to discredit me removing those capabilities you cant since this whole subject is completely subjective. I find it to be an important part of the gameplay when the game asks of you to think and actually invest time in scouting the enemy's area with your eyes. When your sending out scouts or raiders you will not be scrolling over all visible turrets to know exactly where their range ends and you must develop the ability to quickly estimate and remember different distances and positions. I think memory use and the ability to react quickly to different circumstances is a good thing to base a game around. The AA series was never about a COH style of gameplay like CA is trying to achieve and SA is not an exception in the AA line of mods in that respect.
fixed wreckage metal values of t1 scouts. reduced all corpse values a bit. Lowered costs of T2 labs. SA is no longer defendant on OTA content files. Added tons of new widgets and modified many more with the help of Lurker.
BTW, players can pause the game and do anything they need to, then unpause. That includes placing the turrets and drawing their ranges with the marker function.
BTW, players can pause the game and do anything they need to, then unpause. That includes placing the turrets and drawing their ranges with the marker function.
They can also pause every time they need to micro some units or when they need to dgun some flash that are gonna kill their commander... Sure a widget to limit the amount of pauses would be good I suppose...not sure I'd include it though.
critical bug fixes not spotted in U6. special damages versus commanders by fighters and gunships removed. Couldn't be done without Lurker's help.
Supreme Annihilation U6 V1.0:
fixed wreckage metal values of t1 scouts. reduced all corpse values a bit. Lowered costs of T2 labs. SA is no longer defendant on OTA content files. Added tons of new widgets and modified many more with the help of Lurker.
Every unit is somehow modified,but SA fixes major balance issues BA has,like: -Kbots-vehicle balance(vehicles can no longer build on hills,since the amphibious con can no longer climb mountains like kbots,thus allowing kbots to be effecient even on 1v1 games on big maps. Kbots are not so harshly punished for being able to climb hills). -Static AA balance(flaks,t2 long range missile turrets,t1 pop up AA and anti bomber turret). -Air availability(air is now more viable and units like the blade are cost effective). -Artillery(t1 and t2 artillery deals substantial damage and even units like the Merl and diplomat are effective). -Plasma Cannons,both T1 and T2. -Wreckage reclaim time.Battlefields at later stages can become cluttered with wreckage and reclaiming them will not completely overwhelm your economy(also reclaiming of commander wreckage is more moderate in speed thus giving more time to fight it back). -Sea vs land balance is fixed(Sea now has the option of attacking from afar with long range plasma ships ,has the same build power for cost like land with Sea nanos and can defend from plasma weapons with water shields) -Air is no longer artificially crippled vs Sea AA. -scouts and other units and turrets like the Beamer and Hllt will no longer damage themselves. Due to the overall balance change T2 is now more viable in general and even in 1v1 games. -The mod no longer allows 3rd party widgets thus making sure the experience is equal for everyone,newbies and advanced players alike(SA contains a good and tweaked assortment of widgets to enhance gameplay but not ruin it). the mod is,of course,open for changes and discussion about all it's Aspects.
Last edited by Gota on 20 Feb 2009, 00:08, edited 4 times in total.
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