$^%&^*&*^^*$#%&^*%&(^* VALID PERL CODE

$^%&^*&*^^*$#%&^*%&(^* VALID PERL CODE

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Andrej
Posts: 176
Joined: 13 Aug 2006, 18:55

$^%&^*&*^^*$#%&^*%&(^* VALID PERL CODE

Post by Andrej » 17 Aug 2009, 01:04

Since it looks like AA is being resurrected i was in a very good mood &
thinking about what made the Classic versions of AA awesome.

It went about like this:
soOoOO awesome AA AA AA 600Esolars 3000 energy for conveh FUCK NO FFFF STOP STOOOOpp ok FPSmode Vipers for BB range? yay! cloaked units not radarjammed so you have to play mindgaems/ supercomplicated plans to sneak them in the opponents base? fabulous! decoy Com explosion creates a huge smoke cloud and lags everyone to death so you can cover up your tekk during airscouting / prevent opponent from microing defense while you ctrl+move your 200 flashtenku? best thing in spring!! make people rage quit by napping their coms with hovertransporter and sel... .... ... .. rage .. napping .. hovertransporter ... coms ... rage ... hover .. coms .. hover .....
YES! FINALLY! I REMEMBER!!! IT!

THE TRICK

First some History:
This was actually The Original Version Of Hovernapp but
to much joy of the Spring Community, Min3mat-sama realized the same effect can be achieved much much more easily and safely by just picking a com up then selfdestructing the transporter.
The improved method caught on and everything was well until..
Some AA-hating Supcom loving modders PREVENTED HOVERTRANS FROM PICKING UP ENEMY UNITS. There was noone left remembering the old way ... OR WAS THERE DUNDUNDUUUNNNNNNN

2009 nOOb3167 presents:
http://www.youtube.com/watch?v=kYh88c0D178
Dgun opponents or nub DSD allies without losing your precious boi TODAY!

someone rename the topic im bad at this
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Jazcash
Posts: 5302
Joined: 08 Dec 2007, 17:39

Re: $^%&^*&*^^*$#%&^*%&(^* VALID PERL CODE

Post by Jazcash » 17 Aug 2009, 01:10

wut
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Gota
Posts: 7151
Joined: 11 Jan 2008, 16:55

Re: $^%&^*&*^^*$#%&^*%&(^* VALID PERL CODE

Post by Gota » 17 Aug 2009, 01:15

HA
nice.
Now lets see this in a real game.
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Andrej
Posts: 176
Joined: 13 Aug 2006, 18:55

Re: $^%&^*&*^^*$#%&^*%&(^* VALID PERL CODE

Post by Andrej » 17 Aug 2009, 03:31

Gota wrote:HA
nice.
Now lets see this in a real game.
Okay you probably wont see that user ofter/ever lol
At least we still have this for fun porc DSD games?:
http://www.youtube.com/watch?v=ZY71aiOScJQ

Im kind of affraid of posting this kind of stuff in fear of some
random guy barging in whining about how it is all exploit and bug that should be """"fixed"""" (notice QUAD QUOTES)
and ruining everyones fun..
BA dev team is better than CA/*A by miles but there is still chance of things going wrong ;_;

Also i wasnt able to reproduce the thing where if you position you com and some crawling bombs REALLY carefully, by detonating them you will make the com bounce off the steep terrain on the mountains all over the map straight onto the platform on the other side..
Im guessing reduced HP + engine changes:/
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REVENGE
Posts: 2379
Joined: 24 Aug 2006, 06:13

Re: $^%&^*&*^^*$#%&^*%&(^* VALID PERL CODE

Post by REVENGE » 17 Aug 2009, 05:38

Ah fuck, PYB is gonna go in the shitter again.

Although, the point is that this is rather expensive, and the hover trans doesn't actually have that much health.
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Caydr
Omnidouche
Posts: 7179
Joined: 16 Oct 2004, 19:40

Re: $^%&^*&*^^*$#%&^*%&(^* VALID PERL CODE

Post by Caydr » 17 Aug 2009, 06:58

Technically those are octa-quotes, not quad-quotes.
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TheFatController
Balanced Annihilation Developer
Posts: 1177
Joined: 10 Dec 2006, 18:46

Re: $^%&^*&*^^*$#%&^*%&(^* VALID PERL CODE

Post by TheFatController » 17 Aug 2009, 13:10

That trick is awesome removing it from BA would be a crime
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