Absolute Annihilation 2.11 - Page 165

Absolute Annihilation 2.11

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esteroth12
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Post by esteroth12 »

dude! it was the Leeroy Jenkins~ aka Lee(roy)-Jen(kins) Reckless KBot! how could you forget! :P

remember? "Charges into battle only to realise that it's unarmed."

and "Too damn reckless!"?
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Caydr
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Post by Caydr »

Last edited by Caydr on 25 Sep 2006, 02:27, edited 2 times in total.
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Noruas
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Post by Noruas »

Big berthas are missing high trajectory.
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Ishach
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Post by Ishach »

Last edited by Ishach on 25 Sep 2006, 03:01, edited 1 time in total.
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Lolsquad_Steven
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Post by Lolsquad_Steven »

For me, it was the best.
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Noruas
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Post by Noruas »

Seriously Big Berthas are missing high trajectory.
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Neddie
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Post by Neddie »

I've never seen Big Berthas with High Trajectory?
Last edited by Neddie on 25 Sep 2006, 05:19, edited 1 time in total.
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FireCrack
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Post by FireCrack »

Berthas haev never had high trajectory....
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KDR_11k
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Post by KDR_11k »

I remember playing an early heavily incomplete build of Spring with XTA where Berthas had high traj but that has nothing to do with AA.
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Das Bruce
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Post by Das Bruce »

In the early days all units could be high trajectory.
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Neddie
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Post by Neddie »

I'm pretty sure trajectory is a matter of balance and game logic... I mean, if everything could still have high trajectory, nobody would use low trajectory until their lines were being overrun or their units were entering possible scatter fire range.
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ginekolog
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Post by ginekolog »

i also support idea of superfast assist unit in order to reduce lagg (cpu cost) of mass farks.

Has anyone actually tested if farks cause this lagg or is it general mass of units pathing?
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Das Bruce
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Post by Das Bruce »

Neddiedrow has clearly never seen a horde of peewees in high trajectory.
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krogothe
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Post by krogothe »

Berthas dont need high traj...
Though i gotta say XTA vulcan batteries on high traj were fun in the noob days!
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FireCrack
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Post by FireCrack »

Das Bruce wrote:In the early days all units could be high trajectory.
Heh, I remember those days, hi traj bolldogs FTW!
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Caydr
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Post by Caydr »

Map is coming along really nice. Doing one more compile and then I should be able to post some pics. Then I've just got to do metal placement and figure out where to upload the thing.

It's a remake of one of the best maps I've made, or at least, one of the ones I've enjoyed playing on the most. It's very flat, but that's not necessarily such a bad thing... The map that it's designed after is called Fractured Island. It's designed for 2v2 or 3v3. It is possible to use land, sea, hover, or air (obviously...) to attack your opponent.

Differences from the original Fractured Island:

The new version is 16x16 while the old one was 20x20. That doesn't mean that it's cramped though. Each start location has enough land to build about 200-300 solars probably... It's very wide-open. So what's the map's design like?

Image

If you've never seen a heightmap before, darker means lower, lighter means higher. The shallow regions between islands are passable by both ships and land units. The small mountains that are scattered around in a symmetrical pattern can only be climbed by kbots. The shoreline area around the island edges can be traversed by land units as well. Only the dark region around the outside of the map can have shipyards and most underwater structures built in it.

Start locations: each of the four corners will have two start locations, for team play. Top left will have 1 and 5, bottom right 2 and 6, top right 3 and 7, bottom left 4 and 8, and the middle top and bottom will have 9 and 10 respectively.

Metal placement will be scarce. Assuming four players, each start location will have only about 5 metal, while there will be more placed in difficult locations. Two geothermals only, top and bottom middle islands. Smaller ships, like construction, destroyers, cruisers, etc, can navigate all the waterways, but battleships and similar-sized ships will be stuck in the middle or on the outside, depending on where they're built (or airdropped ^^).
Last edited by Caydr on 25 Sep 2006, 18:59, edited 1 time in total.
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Acidd_UK
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Post by Acidd_UK »

Wrong thread? :P
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Caydr
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Post by Caydr »

Eh.. no. I'm explaining why the new beta isn't out yet :lol:
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Cabbage
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Post by Cabbage »

looks interesting... how are the new models coming along? :P
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Caydr
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Post by Caydr »

Nicely.
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