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by tanelorn
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...
by tanelorn
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...
by tanelorn
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...
by tanelorn
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...
by tanelorn
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...
by tanelorn
24 Jan 2006, 03:17
Forum: Game Development
Topic: Absolute Annihilation: Spring[old]
Replies: 1171
Views: 175792

Any thoughts about including custom build restriction files too?
by tanelorn
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...
by tanelorn
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...
by tanelorn
19 Jan 2006, 04:17
Forum: Game Development
Topic: Absolute Annihilation: Spring[old]
Replies: 1171
Views: 175792

Although it would require more work, I'd prefer to keep them in the game, but give them fewer HP and reduce the resource cost. That makes them powerful, but not a "one robot solution".
by tanelorn
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...
by tanelorn
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...
by tanelorn
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 ...
by tanelorn
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...
by tanelorn
12 Jan 2006, 23:50
Forum: General Discussion
Topic: Custom videos thread
Replies: 20
Views: 3386

can anyone tell me how to chase aircraft like some of the other videos here? I know about using the T button to track them, but that only works if your camera is above them. If you zoom in too close your camera goes inside the unit.
by tanelorn
11 Jan 2006, 07:22
Forum: General Discussion
Topic: Custom videos thread
Replies: 20
Views: 3386

by tanelorn
09 Jan 2006, 07:39
Forum: Map Releases
Topic: .:MAP:. Desert Forts Version-2
Replies: 28
Views: 4237

Definitely a good idea to have limited resources in a castle, and geothermal / strong metal in the contested areas.
by tanelorn
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...
by tanelorn
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...
by tanelorn
08 Jan 2006, 04:19
Forum: Map Releases
Topic: .:MAP:. Desert Forts Version-2
Replies: 28
Views: 4237

Use a texture where the walls rise that stretches well, like plain grey. Then even tho it's stretched, you don't notice it.
by tanelorn
05 Jan 2006, 20:55
Forum: General Discussion
Topic: Custom videos thread
Replies: 20
Views: 3386

So, nobody has any TA videos they want to post here, eh?

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