Absolute Annihilation 2.11 - Page 147

Absolute Annihilation 2.11

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Kixxe
Posts: 1547
Joined: 14 May 2005, 10:02

Post by Kixxe »

Commando added back in
Anti-air kbots added
Spies are now amphibious
Commanders/decoys no longer leave wrecks when they self-destruct or
are otherwise "obliterated" by and extremely powerful weapon such
as a D-Gun, and can no longer be reclaimed
!!! :D!

Love it! Antiair k-bots, Amfib spies, lotsa balance... :D
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Soulless1
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Joined: 07 Mar 2006, 03:29

Post by Soulless1 »

Cadyr wrote: Spies are now amphibious

...seriously, there's no stopping these things now :?
Kixxe
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Joined: 14 May 2005, 10:02

Post by Kixxe »

Soulless1 wrote:
Cadyr wrote: Spies are now amphibious

...seriously, there's no stopping these things now :?
Except like 1 unit within 5 pw's of it?
esteroth12
Posts: 501
Joined: 18 May 2006, 21:19

Post by esteroth12 »

Objection! :P

who did the first one on Spring boards anyway? ;)

Spies aren't overpowered...

Ways to kill:

1. Have Peewee/Peeper patrols: Spies can't cloak.
2. Find a way to make the enemy E-Stall
3. Run crawling bombs through your base :P
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Aun
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Joined: 31 Aug 2005, 13:00

Post by Aun »

4: Have spiders/bladewings patrolling your base. :wink:
Kixxe
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Post by Kixxe »

5. Let it bump into one of your units and your llt's will automatecly kill it.
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Neddie
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Post by Neddie »

Didn't we talk about the Commando earlier, Caydr? How did you fix the functionality? I'd love to see it ingame.
Egarwaen
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Post by Egarwaen »

6) Dragon's Eyes
7) Mines
8) Ninjas.
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FireCrack
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Post by FireCrack »

9) a solid defenceive line
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Snipawolf
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Post by Snipawolf »

esteroth12 wrote:Objection! :P

who did the first one on Spring boards anyway? ;)

Spies aren't overpowered...

Ways to kill:

1. Have Peewee/Peeper patrols: Spies can't cloak.
2. Find a way to make the enemy E-Stall
3. Run crawling bombs through your base :P
'Twas me I think :P

Edit: 10: Walls and chokepoints..
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Pxtl
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Joined: 23 Oct 2004, 01:43

Post by Pxtl »

FireCrack wrote:9) a solid defenceive line
Combo 5+9: on a chokepoint map (this one I've seen used to my consternation on Small Supreme) Build a nigh-complete DT frontline wall, with a gap that you fill with small units. Allows you to advance troops through the wall, but your "guards" prevent spies from entering (until I pulverise some extra holes in the wall with artillery).

I do worry about amphibious spies being horrifically powerful. I'd rather see something less...penetrating used for amphibious recon. Perhaps a stealthy hovercraft with a sight-radius comparable to a radar tower?
Egarwaen
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Post by Egarwaen »

Pxtl wrote:I do worry about amphibious spies being horrifically powerful. I'd rather see something less...penetrating used for amphibious recon. Perhaps a stealthy hovercraft with a sight-radius comparable to a radar tower?
Come to think of it... Does stealth affect sonar? If not, there's definitely no problem.
j5mello
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Joined: 26 Aug 2005, 05:40

Post by j5mello »

actually since its stealth for any unit with sonar it won't show up, at all. as in its completely invisible while underwater
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LOrDo
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Joined: 27 Feb 2006, 00:21

Post by LOrDo »

I liked most of the changes alot. but....
Units removed: hyper radars, bertha ships, bertha tanks, orcone,
krogtaar, artillery hovers, aegis, firestorm
WHAT!? :shock:
esteroth12
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Joined: 18 May 2006, 21:19

Post by esteroth12 »

eh... most of that's good, but keep the hover arty!
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Pxtl
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Joined: 23 Oct 2004, 01:43

Post by Pxtl »

esteroth12 wrote:eh... most of that's good, but keep the hover arty!
He's making hovers into L1 units, and in that case the hover vlaunch becomes functionally the same as the shellshocker, but with a vlaunch missile. The hover Arty is then either (a) wholly redundant, or (b) overpowered. Personally, I suggested pricing it over 2000 metal and make it an L1 flagship unit like the Guardian.

Edit: alternately, he could just stuff the thing into the L2 vehicle plant.

double edit: I still dislike removal of Krogtaar. Arm has two L3 units that are straightforward stand-up-and-fight units - the Razorback and the Bantha. Core has none but Krogtaar - all other L3 units are heavily specialized (except the Krogoth, which is hardly comparable).
Last edited by Pxtl on 11 Sep 2006, 04:26, edited 1 time in total.
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LOrDo
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Post by LOrDo »

I must comment... the greenfields people are gonna be so pissed at this version. :lol:
You pretty much killed com reclaiming,no mobile LRPC's,removed hyper radar...I can just see teh noobs now...

*Self D's com*
-WTF??? WERES TEH WREKAGE???
-It was removed this version.
-OMG HAX!!!
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Pxtl
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Joined: 23 Oct 2004, 01:43

Post by Pxtl »

LOrDo wrote:I must comment... the greenfields people are gonna be so pissed at this version. :lol:
You pretty much killed com reclaiming,no mobile LRPC's,removed hyper radar...I can just see teh noobs now...

*Self D's com*
-WTF??? WERES TEH WREKAGE???
-It was removed this version.
-OMG HAX!!!
Hyper radar was bugged. Mobile LRPCs I don't understand, as I've rarely seen them used except on large naval maps, where imho they fit in quite well. And I say fsckyeah to the commreclaim nerfage... but then if it were up to me we'd all be playing Hovercomms.
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Neddie
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Post by Neddie »

I liked the comm the way it was, as I never used those dirty economic tricks anyway, but we will see how the new version plays. Loss of the Orcone doesn't matter much to me either... I've said elsewhere and here that I am a proponent of L3 units that are specialized and efficent, more so than L2... not these massive powerhouses which are very powerful and inefficent.
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REVENGE
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Joined: 24 Aug 2006, 06:13

Post by REVENGE »

That range increase on the Advanced Torpedo Launcher=ROX. Now they're actually worth building.

Firestorm=RIP; dono why we could never get that thing right.
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