Absolute Annihilation 2.11 - Page 111

Absolute Annihilation 2.11

All game release threads should be posted here

Moderator: Moderators

Egarwaen
Posts: 1207
Joined: 27 Feb 2006, 21:19

Post by Egarwaen »

Um. I'm not suggesting that they could be used as an anti-Mav unit. I'm suggesting that, based on the cost and performance, they might be disgusting assault units. Like I said... Better HP/cost than the Zeus, better DPS/cost than the Maverick, high rate of fire...

Mavs suck for assault because their HP/cost is horrible. In my experience, at least, they get pwnt by defences before their auto-healing becomes a factor.

Also, I think the KAI file does show range... The Zeus is listed as 280, the Mav as 365, and the Warrior as 330. It's between Speed and HP.
User avatar
Drone_Fragger
Posts: 1341
Joined: 04 Dec 2005, 15:49

Post by Drone_Fragger »

Also, Zuesses single zuesses are better than the cost equivilant in warriors, because they fire at 100% dmg, while the warriors will slowly lose comrades, reducing the overall firepower.
Egarwaen
Posts: 1207
Joined: 27 Feb 2006, 21:19

Post by Egarwaen »

Drone_Fragger wrote:Also, Zuesses single zuesses are better than the cost equivilant in warriors, because they fire at 100% dmg, while the warriors will slowly lose comrades, reducing the overall firepower.
Except that doesn't apply because the costs and HPs are very close, and the Warrior actually has more HP/cost and DPS/cost than the Zeus. So for the same cost, you get more total HP and DPS, and very nearly the same HP/DPS per unit. And you get a longer range weapon.
User avatar
Pxtl
Posts: 6112
Joined: 23 Oct 2004, 01:43

Post by Pxtl »

Yep. This isn't like comparing Rockos to L2 units (rockos/storms are, on paper, terrifyingly powerful for their price - but in game the fact that they die by the dozens to high-explosive weapons and they have trouble lining up a shot makes them far less actually useful). The Zeus is very close to the Warrior in almost every metric. I'd think a good solution would be to nerf the armour on the Warrior give them combat-regen, since the Arm having such a powerful L1 assault unit where the Core has none seems terribly unfair. Normally, combat-regen wouldn't matter much on an L1 unit, but since Caydr is ditching the regular non-combat regen it could be quite useful to have such a unit.
Last edited by Pxtl on 23 Aug 2006, 20:37, edited 1 time in total.
User avatar
Drone_Fragger
Posts: 1341
Joined: 04 Dec 2005, 15:49

Post by Drone_Fragger »

*cough* Leveller *cough*
User avatar
Pxtl
Posts: 6112
Joined: 23 Oct 2004, 01:43

Post by Pxtl »

Drone_Fragger wrote:*cough* Leveller *cough*
Well, Arm's got the Janus to counter that, and I've found that the leveller is good at crushing hordes of L1 units, but sucks against L1 defenses. Besides, being at the kbot lab makes all the difference since vehicle starts are still very rare.

edit: just looked at the stats. Had no idea that the Janus was lighter than the Leveller. Had assumed they were a coke/pepsi pair. Janus = cheaper and smaller, with weapon that fires much bigger but lower ROF.
User avatar
Caydr
Omnidouche
Posts: 7179
Joined: 16 Oct 2004, 19:40

Post by Caydr »

Pxtl wrote:lower ROF.
Understatement of the century.

Janus is a L1.5, Warrior is L1.5. They're more expensive in all regards compared with the other units in their factories, but they can help fight Core's war machine in the early L2 phase.

Core on the other hand has the Leveller, which helps to counter arm's superior L1 units, particularly Flashes, Peewees, Fleas, etc. "superior" also meaning "unique" in the case of the flea, which can swarm in such huge numbers that weapons with low AoE are nigh useless.

Flashes in the next version have got improvements made to their handling and aiming rate, so what I just said about flashes being "superior" will actually be true.
User avatar
Machiosabre
Posts: 1474
Joined: 25 Dec 2005, 22:56

Post by Machiosabre »

by the way, why does the core lvl2 mex have 500 less hp than the arm one and cost 200 metal more? seems a bit odd.
User avatar
Pxtl
Posts: 6112
Joined: 23 Oct 2004, 01:43

Post by Pxtl »

Machiosabre wrote:by the way, why does the core lvl2 mex have 500 less hp than the arm one and cost 200 metal more? seems a bit odd.
The Cormoho has a damage modifier of 0.45. Does that mean it takes reduced damage from everything when off? Maybe that's it?

Still, I never realised Arm had such an advantage at L2 expansion. As a core player, I find the time waiting for the first Moho mine to be completed totally agonizing.
User avatar
Machiosabre
Posts: 1474
Joined: 25 Dec 2005, 22:56

Post by Machiosabre »

buildtimes also much longer :| we got screwed when they were handing out mexes.
Egarwaen
Posts: 1207
Joined: 27 Feb 2006, 21:19

Post by Egarwaen »

Drone_Fragger wrote:*cough* Leveller *cough*
Have you ever actually tried assaulting with a Leveller? Flea swarms are usually more effective!
Caydr wrote:Janus is a L1.5, Warrior is L1.5. They're more expensive in all regards compared with the other units in their factories, but they can help fight Core's war machine in the early L2 phase.
Okay, that makes sense, but please review in-game effectiveness. From the numbers, it looks like the Warrior might be almost as good an assault unit as the Zeus. The only shortcoming is that it's even slower, but I think the greater range even things out.
User avatar
Snipawolf
Posts: 4357
Joined: 12 Dec 2005, 01:49

Post by Snipawolf »

Levellers pwn, I love to use them, and it makes most level 1 stuff get hit a few feet, if nothing stunning the enemy :P

But, they ain't Great against defenses, they are tanks (Sorry for that pun...) so other units can take a few less hits anyway..
jellyman
Posts: 265
Joined: 13 Nov 2005, 07:36

Post by jellyman »

How are the proposed improvements to air transports going to affect com napping issues?
User avatar
Snipawolf
Posts: 4357
Joined: 12 Dec 2005, 01:49

Post by Snipawolf »

Com 'napping is a damn good strategy, cuz if they aren't defending their com well enough, then take 'em!
User avatar
NOiZE
Balanced Annihilation Developer
Posts: 3984
Joined: 28 Apr 2005, 19:29

Post by NOiZE »

the comm laser kills aircraft pretty fast right?
Zagupi
Posts: 99
Joined: 26 Jul 2006, 11:50

Post by Zagupi »

What if there are 8 atlases going after a comm in early game?
User avatar
NOiZE
Balanced Annihilation Developer
Posts: 3984
Joined: 28 Apr 2005, 19:29

Post by NOiZE »

you need .atm for that?
Egarwaen
Posts: 1207
Joined: 27 Feb 2006, 21:19

Post by Egarwaen »

jellyman wrote:How are the proposed improvements to air transports going to affect com napping issues?
If they're what Caydr describes, it shouldn't make a difference. The main defense against Comm-napping right now is to just keep walking, as that prevents the transport from latching on and lets the Comm blaze away at it with his laser.
User avatar
Snipawolf
Posts: 4357
Joined: 12 Dec 2005, 01:49

Post by Snipawolf »

That or at least 3 AA towers :P
User avatar
Neddie
Community Lead
Posts: 9406
Joined: 10 Apr 2006, 05:05

Post by Neddie »

I'm back, what has been happening? Somebody sum it up for me.
Locked

Return to “Game Releases”