Absolute Annihilation 2.11 - Page 97

Absolute Annihilation 2.11

All game release threads should be posted here

Moderator: Moderators

Locked
esteroth12
Posts: 501
Joined: 18 May 2006, 21:19

Post by esteroth12 »

lol, just a lot of complaints about autorepair ;)

release a new verasion AFTER we hit 100, k? :P

also, +1 on the "antigravity radar tower", just make it attackable by planes and not normal units
Egarwaen
Posts: 1207
Joined: 27 Feb 2006, 21:19

Post by Egarwaen »

Forboding Angel wrote:AA games ALWAYS turn out one of 2 ways. OMGWTFPWNing your opponent, or trench warfare, because your opponent is good.
Watch the Hellspawn VS Jazz replay.

Two skilled players.

Doesn't result in either outcome.
User avatar
NOiZE
Balanced Annihilation Developer
Posts: 3984
Joined: 28 Apr 2005, 19:29

Post by NOiZE »

Caydr wrote:Hmm.., on page 57 it's pointed out to me that Hyper Radars really aren't much good for anything anymore. They were great in OTA but now hills obstruct radar... think they ought to get cut? I think I'm going to cut them. Most probably.
Cut them.
Caydr wrote:Do variants work right now or not? A couple people say they aren't working, but there's no clear description and I haven't got Spring set up for testing.
All varients give "List out of bounds" when trying to host them.

I think it's because the modinfo.tdf in AASP211.sdz doesn't has "modtype" entry.
ZellSF
Posts: 1187
Joined: 08 Jul 2006, 19:07

Post by ZellSF »

NOiZE wrote:
Caydr wrote:Hmm.., on page 57 it's pointed out to me that Hyper Radars really aren't much good for anything anymore. They were great in OTA but now hills obstruct radar... think they ought to get cut? I think I'm going to cut them. Most probably.
Cut them.
Caydr wrote:Do variants work right now or not? A couple people say they aren't working, but there's no clear description and I haven't got Spring set up for testing.
All varients give "List out of bounds" when trying to host them.

I think it's because the modinfo.tdf in AASP211.sdz doesn't has "modtype" entry.
Not true. (F) works. (A) and (H) are broken. Not sure about the last.
User avatar
MR.D
Posts: 1527
Joined: 06 Aug 2005, 13:15

Post by MR.D »

Regardless of if they work or not, very few if anyone actually plays them.
ZellSF
Posts: 1187
Joined: 08 Jul 2006, 19:07

Post by ZellSF »

MR.D wrote:Regardless of if they work or not, very few if anyone actually plays them.
Well, no one plays them, if they don't work, that much is obvious.

And if no one can play them, how can you claim no one would if they had worked?
User avatar
jackalope
Posts: 695
Joined: 18 Jun 2006, 22:43

Post by jackalope »

I personally really like (H) variant. It's especially nice with AI who likes to do stupid things with his com.
User avatar
BigSteve
Posts: 911
Joined: 25 Sep 2005, 12:56

Post by BigSteve »

Forboding Angel wrote:
Caydr wrote:I think FA's caught the drama queen syndrome.

Everything's going to be better in the next version, I've got lots of good stuff on the way.
Well it's frustrating. Back some time ago AA was a lot of fun to play. I think the decline started when you made techforges non default.

Like I said. Meh.

BTW dave, generally when I play AA it's because I can't get a game in any other mod, which means it's about 3 am central time.
Basically FA, AA is not porcy its just the standard of aa player and general spring player has increased alot since you stopped playing aa many months ago.
Players are a lot more difficlut to breakdown as everyone has more knowledge of the strenghts and weaknesses of all of the units and defences. So it may seem to you that aa has become a porcfest.

Back when we used to play together the general standard of opposition was lower and there were also many imbalances which made taking players out too easy, remember the massive damage to comms from brawlers? the uselessness of flak? the isane emp spiders (which won me most of my games) the uselessness of cans? I could go on but I think you get the point.
Basically thats all been fixed now and the fact is, apart from water, aa is more balanced than its ever been and the mod is much better for it.

In short, games are alot tougher because,
1) standard of opposition is higher
2) very few imblances to exploit

just play abit more, improve your rusty aa skills and come back and pwn with the level 1 core spam you know and love! ^^
trust me, this mod is the cats pygamas, the bees knees!

(+1 to arghs hyper radar idea btw, sounds awesome)
Kixxe
Posts: 1547
Joined: 14 May 2005, 10:02

Post by Kixxe »

Caydr wrote:I'm getting really excited about this next version. You know, that kind of excitement that sticks in the bottom of your throat and makes you giggle like a little girl? Like, when you see Samus in her flight suit? Ehh... yeah well anyway, so far it's mostly just planning so far, but I've really truly got a lot of cool stuff in the works.

For instance, I have "multi-pronged" (current lack of equilibrium) solutions and improvements to water balance, porcing, large land maps ("attacking the future"), subs, amphibious, and lots of other stuff.
have you finished K-bot flakkers yet? Will they be in the next version? Cuz that would be awesome. Really awesome. :O
User avatar
Day
Posts: 797
Joined: 28 Mar 2006, 17:16

Post by Day »

would it maybe an idea to make slashers/samsons to like crashers/jehtros?
their outranging ability isnt really needed due to artillery vehicles
and their anti air capabilities arent really good for their costs
i never see them being used cost effective

also, is there any reason to build a tremor now? diplomats own them everywhere, maybe take it out? or give it some other role because its rather useless now
User avatar
Machiosabre
Posts: 1474
Joined: 25 Dec 2005, 22:56

Post by Machiosabre »

hmm well I wouldn't want it taken out, it's one of the coolest units in the game, it just got overnerfed a bit since it was so damn good before.
It's already very different from the diplomat because of constant fire and a large spread but you always pick the diplomat because of its range, maybe they should just get the same range so you have a choice.
edit: just checked and they actually have about the same range, must be an optical illusion on my part :P
Last edited by Machiosabre on 19 Aug 2006, 15:42, edited 1 time in total.
User avatar
Caydr
Omnidouche
Posts: 7179
Joined: 16 Oct 2004, 19:40

Post by Caydr »

Tremor's one of my favourite units in the game, it's never leaving this mod. That said, it doesn't really have a role right now compared with the alternatives, so I clearly have some work to do here. I'll make sure they're better in the next version.
Kixxe wrote:have you finished K-bot flakkers yet? Will they be in the next version? Cuz that would be awesome. Really awesome. :O
Read the rest of my post and you shall obtain the knowledge you seek.

Still working on an understandable changelog. There's about 200 purely hypothedical things on here that I need to sort out before I post any changes. But I am making progress towards the next version, and this I solemnly swear: you shall play AA 2.2 before you play Wii ^^
User avatar
Caydr
Omnidouche
Posts: 7179
Joined: 16 Oct 2004, 19:40

Post by Caydr »

MR.D wrote:MWAHAHAH I got it

Have the nuke launcher fire 2 weapons, 1 being the actual nuke, and 1 being a very very very fast missle that would follow the same trajectory path as the nuke. The 2nd projectile would be invisible but for its impact sound effect, that would be the "Missle Launch Detected" sound.

:D
This would work great except that a unit with stockpileable weapons can only have a single weapon. :(
ZellSF
Posts: 1187
Joined: 08 Jul 2006, 19:07

Post by ZellSF »

Will the variants be fixed next release? I really want to try (H) some (and I'd like a (HF) too, but meh).

Oh, and using tactical nukes to deal with guardian defence lines is fun. I'm more afraid of tacitcal nukes than real ones. I'll probably be as afraid of EMP nukes too once somebody actually uses them against me.
User avatar
NOiZE
Balanced Annihilation Developer
Posts: 3984
Joined: 28 Apr 2005, 19:29

Post by NOiZE »

Gives a changelog, so we can bash it :-)
User avatar
Caydr
Omnidouche
Posts: 7179
Joined: 16 Oct 2004, 19:40

Post by Caydr »

Oh, for the record, the reason why floating/submersible plasma cannons were axed is because they weren't scripted well. They would repeatedly go underwater for no reason and continue firing and all kinds of crazy stuff like that. They weren't well-written. Aside from that, I have nothing at all against the concept and if anyone would like to fix the scripts on these units, they'll be added back in.

L2 water is probably going to be missing from the next version so it doesn't take so long to release. 2.21 will have them added back in, rebalanced.
User avatar
Caydr
Omnidouche
Posts: 7179
Joined: 16 Oct 2004, 19:40

Post by Caydr »

LathanStanley wrote:my list of current game issues:

Pro's

#1 MASS airlifting/dropping !!! LEET!!

#2 ALL the spring engine graphic and gameplay improvements...

#3 the droves of fun mines!.. this I like!

#4 heavier laser batteries for defense... FUN! (too much range though.. get used as offense too easy)

#5 moho geothermal!... love em

#6 screamer anti-air missles! big shot, big hit, drops a plane like life, slow refire.. works for me!

Con's

#1 Auto-repair on everything, everywhere. ONLY THE COMMANDER should do this, ever.

#2 The EXTEREMETIES units get to.. I mean c'mon, a level 3 k-bot, capable of annihiliting an ENTIRE BASE... BY ITSELF!! that can scale near vertical walls?? who cares what it costs, its unstoppable..

#3 The ... ZERO reclaim time on any kinda fortification wall, and the inability to simply blow them up with artillery...

#4 The uberduper omfg!roxorz leet rage of ALL construction units... namely nano-towers... They were limited on range in the old game to somewhat limit the "stackable" builders on a single factory... and planes, were ALOT more expensive and built, ALOT slower....

#5 Commander + any rubble anywhere after death, rubble = bad.

#6 effectiveness of some amphibious units.... they are a wildcard to catch people by suprise, not a main assault.

#7 Artillery? on a plane? gimmie a break... YES! SABOT ROUNDS ARE ARTILERY!

#8 Too easy to porc, towers have TOOO much range, the damage to cost ratio is good... but they simply start doing damage TOOO far out overall..

#9 ORCONES!.... what happened to CORE being the being the gun/atrillery holder on a tracked tank, and ARM being a big lazer holder on a faster mech? I mean, I KNOW kroggy is damn good... DAMN good... but core ALWAYS had the bigger tanks/units... ARM was just more powerful in the hands of a better player.... but to keep the same simillar units for the most part, and give the ARM the biggest unit in the game? sigh... flashtank fanboys... :roll:

#10 moveable bertha... on land, and sea.. if a stationary one isn't bad enough, lets make one CHEAPER THAT MOVES!!!

#11 the abundance of "easy to get metal" and "tightly crammed energy" from JUST BUILDINGS!! -resource factories(+150 metal), metal generators (+1 metal regardless?), cloakable metak makers... twice the metal of a moho metal maker, smaller size, and it cloaks for only about 2.2x the cost?!!?! why would anyone EVER make good ole regular mohos? alien bla bla bla uber nuke reactor +5000 energy etc.. what happened to solar plant, farms with scattered nuke reactors... ?? made you HAVE TO GET BIGGER TO GET MORE POWER!, and FIND MORE METAL TO GET MORE METAL! not to mention that the WHOLE REASON WARS ARE FOUGHT IS OVER RESOURCES! and well... if resources are free... then, the war is pointless...

#12 the fact that #11 buildings are SOOOO tough, they can all survive multiple nukes... a nuke USED to be bad news if it hit a nuke reactor... now its laughable...

#13 sumo's as offense... lol, thats funny... but... you made them VERY FRAKKAN! FAST!... its well.. a bit obsurd... sumos had their place as defense around the heart of the base... where there weren't many "fast" arm tanks that could penetrate the core defensive line, and the sumos could guard the factories without clogging them up... and make quick work of the few mortys and few bulldogs that did break through and outrun the slow ass goliaths.....

#14 "alien tech radar"... what happened to the strategy of forward radar posts? defending your forward posts? etc? why bother, build 2 or three of these, and you have radar for life...

#15 alien tech anything...

#16 tired of listing bad things... I'll name more later....
Ehh, uh... erm... hmm.. well I don't really agree with you but you're entitled to your opinion. I would consider some of your points except that one of your objections is to a unit which does not exist, and never has existed, in any version of AA for any engine. (cloakable metal maker)

You're thinking of TAUCP or UTASP or one of those other unit compilation things, not a real mod like AA.
Yes, Sumos are blazingly fast. Like greased lightning. One day here, the next day a few inches away. Can barely see the buggers they move so fast...
OMG this was the best rebuttal I've ever read.
User avatar
Caydr
Omnidouche
Posts: 7179
Joined: 16 Oct 2004, 19:40

Post by Caydr »

However, later on LathanStanley starts to make sense. It's true, AA has really gone on the wrong track lately. I've been working so hard to take advantage of new tricks in Spring that my original goal is being lost. I'm going to take steps to move AA back to its roots, starting by eliminating "escalation" as much as I can help.

For instance, Bertha > bertha shield > vulcan ... no, this isn't how it's supposed to be. It's supposed to be Bertha > build your own bertha/attack him with all you've got/kiss your ass goodbye.

There will have to be many adjustments made, and probably quite a few things removed or changed in major ways, but I think in the end the mod will be better for it.

Furthermore, I'm going to destroy speedmetal. It's not what this game's meant to be played on. As of 2.2, it will be impossible to play AA on speedmetal or its variants. If you want to play on that nonsense, play a different mod. And from this there will be no revert.
Last edited by Caydr on 19 Aug 2006, 16:00, edited 2 times in total.
User avatar
Machiosabre
Posts: 1474
Joined: 25 Dec 2005, 22:56

Post by Machiosabre »

I always thought the vulcan was a joke unit :lol:
User avatar
Pxtl
Posts: 6112
Joined: 23 Oct 2004, 01:43

Post by Pxtl »

One thing I've been pondering - flares have the annoying tendency of causing missiles to fly off into nowhere instead of detonating at all. Now, I'm sure we'd all prefer if the flares would make the missiles detonate _somewhere vaguely near_ the target, instead of just doing loops. That way, if you use scoutcraft as a foil for more important targets, there would still be a chance of a glancing blow.

In that vein - how about using anti-missile-shields instead of flares? It wouldn't have the realistic charm of flares, would seem a little more "brute force" but I think it would be nice.

And as for deflector shields: I'd make them cheaper, but much, much weaker. Make them for use in Guardian/Artillery wars instead of Bertha ones, and thus Berthas powerful enough to smash them to bits.
Locked

Return to “Game Releases”