Absolute Annihilation 2.11 - Page 108

Absolute Annihilation 2.11

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Cabbage
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Joined: 12 Mar 2006, 22:34

Post by Cabbage »

NOiZE Wrote:
so you plan to cover every spot of your base with 3 flakkers?
No, it's a rare event indeed for me to build even a single flakker. antiswarym, missile towers, fighter swarms and maybe a bomber turret or two can usually deal with most things i have thrown at me. (Except radar planes... :x )
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NOiZE
Balanced Annihilation Developer
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Post by NOiZE »

then its also a rare event that you get swarmed by brawlers..
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Cabbage
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Post by Cabbage »

no, missiles can take brawlies down fine by themselves unless its a huge swarm.
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BigSteve
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Post by BigSteve »

Ugh, flak doesnt need a boost ffs, mobile flakker need more hp probably but flak is great. If you boost flak by 20% (its aoe remember ^^), you might aswell just remove gunships from aa becasue they will be less than useless
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Pxtl
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Post by Pxtl »

NOiZE wrote:then its also a rare event that you get swarmed by brawlers..
I find that, while the brawlers will do a lot of damage, the fighters _will_ cut them to bits. Plus, the missiles are a safer bet because you might have Arm's Flak-resistent ships coming, in which case your flakkers will accomplish nothing but blowing up friendly fighters. Flakkers are best left to defending crucial points of the base, while fighters cover the bulk. After all, the only things that normal missile launchers can't shoot down are those damnable radar planes (which, imho, should be returned to being super-sight/radar planes like in OTA instead of super-peepers). Although it is important to have some antiswarmers in case the enemy brings out L2 fighters to cut down your L1 fighters.

Personally, I want L2 fighters to get some minimal flare-protection so they can be used on patrols that get them shot at by Screamers.
BigSteve wrote:Ugh, flak doesnt need a boost ffs, mobile flakker need more hp probably but flak is great. If you boost flak by 20% (its aoe remember ^^), you might aswell just remove gunships from aa becasue they will be less than useless
Well, if you boosted flak by 20%, you could boost gunship armour by 20% as well and get rid of the little "L2 gunships take reduced damage from surface-to-air weapons" thing, just to shorten up the special-damage-list... but then flak would still be doing more damage against bombers... but what's one more special damage for bombers? THey already take special damage from everything else.
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Day
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Post by Day »

i want t2 fighters to be usefull! im not even sure if their better cost for cost then t1 fighters.. t1 fighting _CANT_ down brawlers fast enough
to be of any use please buff the t2 fighters
Egarwaen
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Post by Egarwaen »

NOiZE wrote:then its also a rare event that you get swarmed by brawlers..
Large gunship swarms do not scale. Gunships chain-explode very violently. Past 20/25 or so, adding additional gunships actually makes the swarm marginally easier to kill.
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Dragon45
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Post by Dragon45 »

LEAVE GROUND AND AIR BALANCE ALONE ITS FINE >_<


just clean up the sea FFS >_>


:P
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NOiZE
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Post by NOiZE »

Dragon45 wrote:LEAVE GROUND AND AIR BALANCE ALONE ITS FINE >_<
don't listen to him


!
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Dragon45
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Post by Dragon45 »

I r evul :shock:
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Aun
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Post by Aun »

High mobility, high DPS, average cost units will always be hard to balance.

Why is it that lvl2 gunships break the general rule in AA of powerful = big and slow?

Their only cause of significant damage is a small amount of units, which can't attack ground, making them pretty crappy for their cost.

Gunships should be reduced to a support role, not an OMGWTFPWNBUILDAA role that they're in now...

Either a nerfing of gunships or a reduction in the cost of aa, in my opinion.
Last edited by Aun on 31 Aug 2006, 22:27, edited 1 time in total.
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NOiZE
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Post by NOiZE »

Aun wrote:High mobility, high DPS, average cost units will always be hard to balance.

Why is it that lvl2 gunships break the general rule in AA of powerful = big and slow?

They're only cause of significant damage is a small amount of units, which can't attack ground, making them pretty crappy for their cost.

Gunships should be reduced to a support role, not an OMGWTFPWNBUILDAA role that they're in now...

Either a nerfing of gunships or a reduction in the cost of aa, in my opinion.
QFT
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Machiosabre
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Post by Machiosabre »

I think they're fine, they're a wildcard, like nukes, defended against easily but hurts alot if you dont.
A long time ago they were really overpowered but they seem fine now :?
I do think flakker buildtime is a bit to high but there's nothing wrong with their power, they're really awesome at their job.
Kixxe
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Post by Kixxe »

I think they're fine, they're a wildcard, like nukes, defended against easily but hurts alot if you dont.
A long time ago they were really overpowered but they seem fine now Confused
I do think flakker buildtime is a bit to high but there's nothing wrong with their power, they're really awesome at their job.
Except with an anti you KNOW that your safe as long as you defend the anti.

With air.. well, without a HUGE investment, your NEVER safe.
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Min3mat
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Post by Min3mat »

they are defended against easily
HOWEVER
next vsn of AA
peepers nerfed way way way beyond hardcore
so
mercuries (which shouldn't really be such a damn good counter to brawlies in the first place) should be nerfed
and
t1 fighters are going to be changed (nerf likely)
so
brawlies need a good counter

flak isn't a good brawlie counter especially so on larger maps
but
flak SHOULD counter brawlies...right? i mean what else is it good for!!!
Kixxe
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Post by Kixxe »

Yea, what IS flak good for except that? I find "defending important areas" very vishy vashy...
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Machiosabre
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Post by Machiosabre »

well air is a group of factories with a lot of different units it'd be bad to be able to defend against an entire class of units, no?
one unit, say brawlers, are entirely defendable against, as the more of them you get the faster they die.
Fighters are getting a more and more crap as the versions move along I agree, first lvl2 fighters get nerfed and now its lvl1's turn again because they're being used instead of lvl2, well obviously. Lvl2 fighters need a huge buff, or a redo- maybe be more expensive but become some sort of ultimate AA.
Last edited by Machiosabre on 22 Aug 2006, 21:26, edited 1 time in total.
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Min3mat
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Post by Min3mat »

lol
as a general rule
IF
the defense are flak
AND
the brawler group is around 25-30
THEN
the more you use the more they die

HOWEVER
thats not a general rule lolmfao
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Machiosabre
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Post by Machiosabre »

well IF you have 5 defenders and 3 brawlers they'll also hurt eachother , it's not just the aoe of the weapon, it's the explosion of the brawlers.
Egarwaen
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Post by Egarwaen »

It's worth noting that Brawlers are slow compared to other air units. Let's compare and contrast:

Freedom Fighter: 9.64
Hawk: 11.96
Brawler: 6.3

Also note that gunship explosions do 150 damage to Gunships over a hefty area. That's almost a fifth of a Gunship's health. Killing six gunships in a swarm will pretty much wipe out the entire swarm.
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