Search found 135 matches
- 01 Feb 2006, 04:41
- Forum: Game Development
- Topic: Absolute Annihilation: Spring[old]
- Replies: 1171
- Views: 175792
ok guys you are missing the point. You CANNOT mass produce, mavs, cans, reapers, or raiders on a level 1 economy. If you try you would get smashed. The point here is, caydr wants to extend level 1. The only way to do that that I can see is give lv 1 a more powerful unit that you barely have the res...
- 31 Jan 2006, 02:06
- Forum: Game Development
- Topic: Absolute Annihilation: Spring[old]
- Replies: 1171
- Views: 175792
That reminds me. Whenever I use bladewings they are terrible at engaging targets. I think their engagement radius is too small. Other gunships do a great job of finding and attacking targets along their patrol routes. Bladewings ignore targets more often than not. And since you typically use a swarm...
- 29 Jan 2006, 20:19
- Forum: Game Development
- Topic: Absolute Annihilation: Spring[old]
- Replies: 1171
- Views: 175792
Kbots need something if you are gonna make the l2 gap longer tho. Core for example. We have the thud. With the changes the storms have gotten better, but for assulting a base you simply need thuds. Storms get killed quickly and can not fire over other units, so I use them as base defence. Kbots nee...
- 29 Jan 2006, 02:16
- Forum: Game Development
- Topic: Absolute Annihilation: Spring[old]
- Replies: 1171
- Views: 175792
The obvious way to keep people in lvl1 longer is to allow for level 1 structure upgrades, similar to how the Warhammer40k RTS is. Of course that's a spring thing not an AA thing. I would say that making lvl2 factories very expensive and lvl3 kbot labs super expensive will help alot. Also, I'd like t...
- 26 Jan 2006, 20:57
- Forum: Game Development
- Topic: Absolute Annihilation: Spring[old]
- Replies: 1171
- Views: 175792
But this does open up the idea for a more elaborate sensor / jamming system. WHat about radar ghost projectors? What about level 2 radar overcoming level 1 jamming? WHat about low power jammers causing high wobble but higher power jamming causing complete blackouts? ANd what about actually seeing th...
- 24 Jan 2006, 03:17
- Forum: Game Development
- Topic: Absolute Annihilation: Spring[old]
- Replies: 1171
- Views: 175792
- 21 Jan 2006, 04:25
- Forum: Game Development
- Topic: Absolute Annihilation: Spring[old]
- Replies: 1171
- Views: 175792
I disagree with flak hurting fighters less. Fighters are lightly armored by nature and also their role gives them no business flying over enemy bases anyway. I'd rather see a reduced turn radius in aa missiles, so fighters have a better chance of avoiding them. If we made it so the fighters were har...
- 20 Jan 2006, 03:10
- Forum: Game Development
- Topic: Absolute Annihilation: Spring[old]
- Replies: 1171
- Views: 175792
I would like to suggest that instead of having multiple versions of the mod with different build restrictions, just hand out restriction files with the mod. I know it's 12 apples in one hand, a dozen in the other, but it seems to me that we're overlooking the nice build restriction capability of the...
- 19 Jan 2006, 04:17
- Forum: Game Development
- Topic: Absolute Annihilation: Spring[old]
- Replies: 1171
- Views: 175792
- 18 Jan 2006, 06:10
- Forum: Game Development
- Topic: Absolute Annihilation: Spring[old]
- Replies: 1171
- Views: 175792
Krogoths/Orcones are of course next to unstoppable unless you are prepared for them. However, an army of almost any unit using the equivalent cost of metal will beat them hands-down. I can't really agree with this. Maybe it's because I haven't seen a truly equal amount of metal in the opposing forc...
- 18 Jan 2006, 00:10
- Forum: Game Development
- Topic: Absolute Annihilation: Spring[old]
- Replies: 1171
- Views: 175792
Any comments about giving the lvl1 infantry bots (peewee, AK) more staying power but keeping original firepower? In other words, helping them survive more hits but keeping their damage relatively low? They are infantry, after all, and if we're gonna use them for infantry, they shouldn't burst into f...
- 17 Jan 2006, 01:25
- Forum: Game Development
- Topic: Absolute Annihilation: Spring[old]
- Replies: 1171
- Views: 175792
Maddox has a good point. The toggle feature may make everything ok with mobile arty tho. Just remember that mobile arty has poor armor, so they are not tank replacements. My greater concern is the high increase to the AK laser. I hope this doesn't make AKs uber. In my opinion, it would be better to ...
- 14 Jan 2006, 19:44
- Forum: Game Development
- Topic: Absolute Annihilation: Spring[old]
- Replies: 1171
- Views: 175792
With this Brawler vs Flak thing, I think you're missing the point by comparing 20 brawlers, 50 brawlers, etc. vs flak. Flak is area affect. Sending in a bigger swarm just gets you more casualties. Yes they initially do more damage until the first brawler dies, but because of area effect flak, you ar...
- 12 Jan 2006, 23:50
- Forum: General Discussion
- Topic: Custom videos thread
- Replies: 20
- Views: 3386
- 11 Jan 2006, 07:22
- Forum: General Discussion
- Topic: Custom videos thread
- Replies: 20
- Views: 3386
- 09 Jan 2006, 07:39
- Forum: Map Releases
- Topic: .:MAP:. Desert Forts Version-2
- Replies: 28
- Views: 4237
- 09 Jan 2006, 07:37
- Forum: Game Development
- Topic: Absolute Annihilation: Spring[old]
- Replies: 1171
- Views: 175792
I'll have to see what I can do about this. I'm strongly opposed to modifying thuds/hammers to make up for these other units' deficiencies though. I would say that my suggestion for adjusting Thuds is more about giving lvl1 kbots an light artillery ability more than compensating for AKs / Peewees. I...
- 09 Jan 2006, 04:56
- Forum: Game Development
- Topic: Absolute Annihilation: Spring[old]
- Replies: 1171
- Views: 175792
My big beef is with the Level 1 infantry kbots (ak, peewee). They are useless 90% of the time. THe other lvl1 kbots have a pretty strong difference in usefulness and strength, almost too much. A swarm of 20 AKs die almost immediately after encountering even mild resistance. A swarm of 20 Thuds can c...
- 08 Jan 2006, 04:19
- Forum: Map Releases
- Topic: .:MAP:. Desert Forts Version-2
- Replies: 28
- Views: 4237
- 05 Jan 2006, 20:55
- Forum: General Discussion
- Topic: Custom videos thread
- Replies: 20
- Views: 3386