Absolute Annihilation 2.11 - Page 72

Absolute Annihilation 2.11

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NOiZE
Balanced Annihilation Developer
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Post by NOiZE »

EXit_W0und wrote:Could you make bomber weapons set as command fire so they're more useful at hitting chains of targets. Bombers invariably are disposable weapons so this would allow you to get slightly more bang for the buck.
Spring needs a patch first to re-enable the OTA FBI values which could define the firestate and the movestate...

Sooo Someone....... Make it!!
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BigSteve
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Post by BigSteve »

Level2 radar planes are stupidly hard to kill, they need to be nerfed, theyre used for scout planes at the moment. they are way to strong and way to good at avoiding aa Im assuming they have flares or chaff or whatever its called
Egarwaen
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Post by Egarwaen »

BigSteve wrote:Level2 radar planes are stupidly hard to kill, they need to be nerfed, theyre used for scout planes at the moment. they are way to strong and way to good at avoiding aa Im assuming they have flares or chaff or whatever its called
Same flares as the L1 scout planes, if memory serves. Ten times as much HP... About five times the cost.

What needs to be nerfed? Sure, they're good scouts, but if they have the same flares as Peepers, they'll eat up much less guided AA than an equal-cost Peeper swarm.
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BigSteve
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Post by BigSteve »

Well its the fact its a radar and sonar plane not a level2 scout, I suppose spending the same on peepers might produce the same result if what you say is true. It just seems silly that they can take so much fire before going down, has 10 times the peepers hp and costs 165 metal peeper is 40, its cost about 5 times as much e as the peeper.

Its not a massive issue but no one has posted anything for a while so I was wracking my brains for anything that might need tweaked. This was all I could come up with.
Egarwaen
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Post by Egarwaen »

Um. But it is basically a level 2 scout. It takes a Peeper and adds more HP, slightly bigger radar, and sonar, right?

If it couldn't fill this role, what else would it be useful for over Peeper spam? The radar range isn't long enough that you can have it comfortably behind your battle units, is it?
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BigSteve
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Post by BigSteve »

useful for sonar not really radar, I would suggest boosting its radar range OR change its description and have it as a level2 scout, seeing as thats what its only real use is at the moment. It'll help newbs for one.
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Soulless1
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Post by Soulless1 »

HINT: try flak ;)
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MR.D
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Post by MR.D »

Flak is an "after the fact" weapon, its good for gunships sure, but vs bombers or any heavy lvl2 air.. thats another story..

Flak always seems to fire by the time those planes have either dropped their payload or already made a pass midway between the flak cannon itself and its max distance.

Mercury/Screamer shooting at a vulture or a Peeper is a wasted missle, by the time it reloads, damage is already done, and quite often even the 2nd shot of a mercury/screamer gets curtailed by another flare.

Reduce Flare frequency?
Only allow flares to be triggered by an actual threat (missle in the air), and then apply the rate of fire?
Egarwaen
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Post by Egarwaen »

MR.D wrote:Reduce Flare frequency?
Only allow flares to be triggered by an actual threat (missle in the air), and then apply the rate of fire?
They already basically only get one flare before they die. And the flares are only triggered by a missile that's been launched. The problem is that the reload time on a Merc/Screamer is so high that a bunch of Peepers can quickly empty out an entire group of them, and then bombers can get off a payload before they reload.
j5mello
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Post by j5mello »

which is truthfully a tactic i would prefer to keep.
Egarwaen
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Post by Egarwaen »

j5mello wrote:which is truthfully a tactic i would prefer to keep.
Likewise.
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Zoombie
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Post by Zoombie »

Egarwaen wrote:
j5mello wrote:which is truthfully a tactic i would prefer to keep.
Likewise.
Double yes.
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Neddie
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Post by Neddie »

Zoombie wrote:
Egarwaen wrote:
j5mello wrote:which is truthfully a tactic i would prefer to keep.
Likewise.
Double yes.
Triple hit, and finalized.
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Charlemagne
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Post by Charlemagne »

Ever tried those anti-bomber turrets or SAM-sites (goes by a fancier name in game)? They are pretty effective, espeially in large numbers, though they are a bit expensive (relatively anyway).
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Neddie
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Post by Neddie »

Charlemagne wrote:Ever tried those anti-bomber turrets or SAM-sites (goes by a fancier name in game)? They are pretty effective, espeially in large numbers, though they are a bit expensive (relatively anyway).
The anti-bomber turrets from Arm remain my absolute favourite Anti-air weapon since a game I played where one was my last remaining unit.
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Charlemagne
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Post by Charlemagne »

Yeah. they are underestimated. The range is perhaps a bit low, but they still pack a punch.
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LordMatt
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Post by LordMatt »

change its description and have it as a level2 scout
+1 I don't think they should be nerfed, as they are very useful for this purpose and I would probably rarely build them otherwise.
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FireCrack
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Post by FireCrack »

YEah, despite the anti bomber turret being built at level 1, it realy is more of a level 2 defence, not "after the fact" like flak, and maintains a good rate of fire unlike the LRMTs.
dogthinker
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Post by dogthinker »

Egarwaen wrote:
MR.D wrote:Reduce Flare frequency?
Only allow flares to be triggered by an actual threat (missle in the air), and then apply the rate of fire?
They already basically only get one flare before they die. And the flares are only triggered by a missile that's been launched. The problem is that the reload time on a Merc/Screamer is so high that a bunch of Peepers can quickly empty out an entire group of them, and then bombers can get off a payload before they reload.
Which is why you have to spread out your Screamers. If I am expecting a major air assault I build several tiers of screamers, typically in three lines - the front line, the front of my base, the rear of my base. The idea is to spread them out enough that each tier of missile launchers only fire if the previous tier failed to eliminate the threat. The 3rd or final tier of launchers is usually positioned so that it covers the front line, but only just - so flakkers etc. have a chance to clear out the 'chaff' and the last screamers only fire on the heavy stuff that breaks through.
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BigSteve
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Post by BigSteve »

Just did a little test 1 radar plane seems to be taken out fairly easily with moderate aa, but send a group of 5 and they will avoid 2 LR towers, 2 chainsaws and 2 anti swarm long enough to encircle a base 3 times before dying, they are too hard to kill I think, they cost 165 metal each, thats 700 metal to see your opponents base 3 times over, and thats when he has good aa.
Try a little test anyone find anything different?
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