Absolute Annihilation 2.11 - Page 67

Absolute Annihilation 2.11

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

Post by Kixxe »

1) How is your enemy getting 20 Brawlers this quickly?
A swarm of 20 brawlers is hardly "moderate"

We'll do some testing yourself with what you find moderate then. I tested with 1, i tested with 20, i gave you the results, you figure it out.

did you work out the cost of 7 flak tanks compared to 20 brawlers
No, not at first, but since I Got to prove YOUR agruments...

E is average, cuz i won't swicth forward and back to note a 200 E diffrence >.>
All arm units

Brawler:M:294 E:5000
Mobile Flakker:M:425 E:8000
Jethro: M:115 E:1000

Now, lets see. 20 brawlers are 5880 metal, and 55 Jethros are 6325. This should kill a brawler (I think) since 50 kills all except 3. now 7 mobile flakker on the other hand costs 2975, which is MUCH more cost effective.




I also found a huge Spring bug while testing that WarC will now procede to exploit. :D
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BigSteve
Posts: 911
Joined: 25 Sep 2005, 12:56

Post by BigSteve »

Kixxe wrote:
1) How is your enemy getting 20 Brawlers this quickly?
A swarm of 20 brawlers is hardly "moderate"

We'll do some testing yourself with what you find moderate then. I tested with 1, i tested with 20, i gave you the results, you figure it out.

did you work out the cost of 7 flak tanks compared to 20 brawlers
No, not at first, but since I Got to prove YOUR agruments...

E is average, cuz i won't swicth forward and back to note a 200 E diffrence >.>
All arm units

Brawler:M:294 E:5000
Mobile Flakker:M:425 E:8000
Jethro: M:115 E:1000

Now, lets see. 20 brawlers are 5880 metal, and 55 Jethros are 6325. This should kill a brawler (I think) since 50 kills all except 3. now 7 mobile flakker on the other hand costs 2975, which is MUCH more cost effective.




I also found a huge Spring bug while testing that WarC will now procede to exploit. :D
Errr what argument? I simply asked if you had worked it out because I couldnt be bothered, well jethros are level1 so I would say that metal balance is ok. Flakkers are as you said more cost effective as they should be. For best results mix them together ^^
And you still need to build a mercury on youre frontlines. :)
Ive seen a swarm of around 20 brawlers only once in game and that was before my mercury reduced it to 12 in 1 hit.
Id say 10 is a moderate swarm
Kixxe
Posts: 1547
Joined: 14 May 2005, 10:02

Post by Kixxe »

I simply asked if you had worked it out because I couldnt be bothered,
Excakly why i was annoyed >.>
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BigSteve
Posts: 911
Joined: 25 Sep 2005, 12:56

Post by BigSteve »

I didnt see the need Ive never seen it as a problem
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Cabbage
Posts: 1548
Joined: 12 Mar 2006, 22:34

Post by Cabbage »

This is really getting old now, just drop it and move onto something more productive, no matter how many times it gets explained to them, the noobs continue to bitch about there being few effective counters for air. It's getting really boring now, just read all the other rants about the subject...
Kixxe
Posts: 1547
Joined: 14 May 2005, 10:02

Post by Kixxe »

Cabbage wrote:This is really getting old now, just drop it and move onto something more productive, no matter how many times it gets explained to them, the noobs continue to bitch about there being few effective counters for air. It's getting really boring now, just read all the other rants about the subject...
Are you really agsint a leve 2 AA bot? If not, stop calling me a noob.
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Min3mat
Posts: 3455
Joined: 17 Nov 2004, 20:19

Post by Min3mat »

i think what was said a while ago holds,
if you have a problem provide
1: a replay. so we can laugh at your foolishness
2: facts and figures. so we can laugh at your ineptity with numbers
if you manage to do one or either and provide a plausable case THEN the pros of the forum will start to listen to you. then and ONLY then.
Egarwaen
Posts: 1207
Joined: 27 Feb 2006, 21:19

Post by Egarwaen »

Kixxe wrote:Are you really agsint a leve 2 AA bot? If not, stop calling me a noob.
Just because someone thinks one isn't necessary doesn't mean they don't think it's a bad idea.
KlavoHunter
Posts: 141
Joined: 28 May 2006, 21:41

Post by KlavoHunter »

Kixxe wrote:I also found a huge Spring bug while testing that WarC will now procede to exploit. :D
Wotzit, Wotzit?!?
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FireCrack
Posts: 676
Joined: 19 Jul 2005, 09:33

Post by FireCrack »

I'd be fine with a l2 aa kbot that was esentialy 3-4 jethros welded together....
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Snipawolf
Posts: 4357
Joined: 12 Dec 2005, 01:49

Post by Snipawolf »

Just wait for CayDr to put the damn thing in the mod?
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Cheesecan
Posts: 1571
Joined: 07 Feb 2005, 21:30

Post by Cheesecan »

Building flak isn't enough. You have to complement them with other antiair defenses as well. Same thing goes with brawlers, don't send swarms of only brawlers, add in some scouts and fighters to keep his turrets busy. If you do this then you'll find the numbers suddenly leaning more to your advantage. Jethros(lvl1 unit) aren't supposed to be as effective as flak(lvl2)..dddddddd'oooohhhh!
Say after me; lvl 2 aa kbots are for bananas. Cookies do flak. Flak do banana. Unhuh.

I must be the only person in the world who is happy with AA as is. :roll:
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Neddie
Community Lead
Posts: 9406
Joined: 10 Apr 2006, 05:05

Post by Neddie »

Alright, we can officially stop talking about air/anti-air balance until we actually get to play with this new L2 kbot. Stop yelling at each other, and move on to another issue.
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Snipawolf
Posts: 4357
Joined: 12 Dec 2005, 01:49

Post by Snipawolf »

Cheesecan wrote:Building flak isn't enough. You have to complement them with other antiair defenses as well. Same thing goes with brawlers, don't send swarms of only brawlers, add in some scouts and fighters to keep his turrets busy. If you do this then you'll find the numbers suddenly leaning more to your advantage. Jethros(lvl1 unit) aren't supposed to be as effective as flak(lvl2)..dddddddd'oooohhhh!
Say after me; lvl 2 aa kbots are for bananas. Cookies do flak. Flak do banana. Unhuh.

I must be the only person in the world who is happy with AA as is. :roll:
Hmm, interesting point, anyhow, EVERYBODY SHOULD STFU, IF CAYDR WILL PUT IT IN THEN WAIT FOR IT!!!! Otherwise keep it in PM!
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Snipawolf
Posts: 4357
Joined: 12 Dec 2005, 01:49

Post by Snipawolf »

New issue/point:

Gimp seems under powered...

Are they supposed to be rushed, cuz one sub (lvl 1) killed 4 of Chris's at one time....
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Pxtl
Posts: 6112
Joined: 23 Oct 2004, 01:43

Post by Pxtl »

Drone_Fragger wrote:
Egarwaen wrote: 1) How is your enemy getting 20 Brawlers this quickly?
Whoring air, Ignoring ground units, Using con planes to build a hige eco, using conplanes to build mexxes fast.
Umm, what? I've seen players like that before - occaisionally been beaten by them. Usually I watch the replay and kick myself when I discover that a team of five rockos could've crushed their base if I'd made a concerted effort to attack instead of focussing on my economy. Rushing brawlers is a _huge_ gamble, and starting with air over land units is nearly suicidal. My toenails have more nanolathe power than a conplane.

The only real problem with a gunship nut is that a gunship swarm makes great defense, not just offense. A few antiswarmers to make sure that fighters can't be used to bring down their precious gunships, and you have a base that is pretty tough to crack until you get mobile flakkers ready, which are usually a whole L2 factory away.
Snipawolf wrote:New issue/point:

Gimp seems under powered...

Are they supposed to be rushed, cuz one sub (lvl 1) killed 4 of Chris's at one time....
Gimps are not meant for underwater combat. The torpedo launcher is only intended for undefended targets. All underwater amphibs take extreme damage from underwater weapons, so there is no way the Gimp could be in a stand-up fight underwater. Consider the Gimp to be just another amphib unit, same as a Croc, but with the fringe benefit of having the torpedo launcher. Just like how a team of Pelicans won't really stand up against a brawler swarm, even though they've got anti-air weapons.

Now, for something silly: wouldn't it be cool if Arm got a mobile EMP missile submarine? Make for fun amphibious assaults because you could stun the shoreline defense before your critters make their attack - particularly since Arm's amphib gear is somewhat smaller than Core's.
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Snipawolf
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Joined: 12 Dec 2005, 01:49

Post by Snipawolf »

lol interesting Idea :P
Egarwaen
Posts: 1207
Joined: 27 Feb 2006, 21:19

Post by Egarwaen »

Drone_Fragger wrote:Whoring air, Ignoring ground units, Using con planes to build a hige eco, using conplanes to build mexxes fast.
The only thing you could get with that is a massive force of attack ROFLCPTRS. You know con-planes also chain-explode, right? And have about as much HP as your average sparrow? And are hideously inefficient as a source of build power, so you'll ALWAYS be behind an opponent that focused on a land-base econ?

As for anti-swarmers pwning fighters... Maybe. But they don't have a great range, so either your ground units will be in range of the anti-swarmers or the Brawlers won't be in range of your ground units. Either way, your enemy's screwed.
Last edited by Egarwaen on 19 Jul 2006, 06:59, edited 1 time in total.
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Buggi
Posts: 875
Joined: 29 Apr 2005, 07:46

Post by Buggi »

67 pages, time for a new thread? oO

Still waiting to find out what the exploit was...
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FizWizz
Posts: 1998
Joined: 17 Aug 2005, 11:42

Post by FizWizz »

Image
Congratulations, Egarwaen, you are our 1337th poster!!!
Your Prize is.....
*drum roll*
A NEW VERSION OF ABSOLUTE ANNIHILATION!!!!!
When Caydr's good and ready, anyway.
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