Absolute Annihilation 2.11 - Page 113

Absolute Annihilation 2.11

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REVENGE
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Joined: 24 Aug 2006, 06:13

Post by REVENGE »

Arm moho metal extractor can now cloak for 50 energy and is always
radar-invisible; description changed to reflect this
So what's cloak radius for it now? Also, shouldn't there be some cost changes to reflect this, as with L1 you've got the normal mex and a more expensive stealth mex.

Oh btw, could you please make it blow up like the L1 stealth mex? That thing's explosion kicks ass.
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Dragon45
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Post by Dragon45 »

I know Flash is a bit short of Insti, but can someone fetch numbers just to make sure?

Edit: YES make it go BOOM.

With large Paralyze effect :D


Edit #2: Oh, but make sure they dont damage each other and chain'splode.
Egarwaen
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Post by Egarwaen »

ARMFLASH Flash Fast Assault Tank
Type: 3
--
Speed: 100.2
Range: 176
Hitpoints: 630
Cost: 114 Metal 914 Energy
---WEAPONS---
EMG DPS: 89.0323 AOE: 4 ReloadTime 0.31

DPS: 89.0323
DPS Per Cost: 16.2646
Hitpoints Per Cost: 11.509
Estimated Overall value: 356.653

CORGATOR Instigator Light Tank
Type: 3
--
Speed: 89.7
Range: 231
Hitpoints: 770
Cost: 118 Metal 1042 Energy
---WEAPONS---
GATOR_LASERx DPS: 86.0357 AOE: 4 ReloadTime 0.7

DPS: 86.0357
DPS Per Cost: 14.9316
Hitpoints Per Cost: 13.3634
Estimated Overall value: 517.49

Slightly higher DPS/cost, slightly lower HP/cost, slightly higher speed, much lower range.
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Dragon45
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Post by Dragon45 »

Wouldnt the less gamemessing solution be to increase damage of EMG quite a bit (it is lower ranged after all)

I thought thats how the worked anyway O_o
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NOiZE
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Post by NOiZE »

Looks good caydr,

don't forget to change the groundflashes on rapiers/toasters/gols
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Cabbage
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Post by Cabbage »

alot of the changes look good, but i don't like the arty changes... diplomats/merls already have a massive range :/ and 1300 damage per shot.. :s

also, most weapons wont dmg the terrain anymore? Imo anything other lasers/emgs SHOULD dmg the terrain, it's largesly dependant on the map to what degree this happens, and in most cases anything less than a guardian in high trajectory isn't really noticeable. Don't underestimate the joy of seeing your opponents base pockmarked to buggery and back whilst your own ramins silky smooth :P
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KDR_11k
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Post by KDR_11k »

The problem is that it causes major performance hits because all unit pathing must be recalculated to take the newly blocked paths into accoun.
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NOiZE
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Post by NOiZE »

AND IMO laser/emg should hardly effect the ground..
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Cabbage
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Post by Cabbage »

AND IMO laser/emg should hardly effect the ground..

Thats what i said :P

The problem is that it causes major performance hits because all unit pathing must be recalculated to take the newly blocked paths into accoun.
That only really happens on very soft maps, or people with really poor PC's. It's largely the mapmakers fault for making the ground too soft.
Last edited by Cabbage on 24 Aug 2006, 12:54, edited 1 time in total.
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KDR_11k
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Post by KDR_11k »

I think Argh can tell you many observations regarding craters and performance.
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Cabbage
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Post by Cabbage »

Maybe so, just cosmetic changes for the worse really annoy me. I don't think something should be changed so someone with a 600mhz PIII can play... well, you know what i mean ^^

Same thing with the changes to com explosion smoke someone wanted a while ago, i can have several blow up at once with full effects and be fine, but because someone else couldn't, they wanted smoke removed :evil:
chlue
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Joined: 28 Dec 2005, 20:48

Post by chlue »

Really interesting and promising changelog.

With the huge buff to the Atlas, is it to much to ask for a small antiair missile for the commander? The commander is very capable of defending against some light ground units, but currently you always need antiair support for him. Running in cirles to avoid being picked up by even one atlas is quite silly for such a strong unit. If he is engaged by a small group of aircrafts, an antiair missle would not make a big difference.
Cabbage wrote:Maybe so, just cosmetic changes for the worse really annoy me. I don't think something should be changed so someone with a 600mhz PIII can play... well, you know what i mean ^^
The problem is, the game slows down for all players, if one systems reach its limits
Last edited by chlue on 24 Aug 2006, 13:34, edited 1 time in total.
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KDR_11k
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Post by KDR_11k »

If the commander doesn't have BadTargetCategory=AIR he should be quite capable of hitting planes with that laser.
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MR.D
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Post by MR.D »

As long as the com is moving you're never in threat of being picked up.

His laser can shoot down transports and conplanes and the like pretty easily, even lvl1 gunships like bladewings and banshees are easily dealt with in small numbers.

If transports had a small range pickup instead of needing to be directly on top of a motionless target, then it would agreeable that the Commander would need a very minimum AA package.
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Cabbage
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Post by Cabbage »

BTW caydr, i didnt see mass increase for nanotowers... you already know why that needs to be done :P
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NOiZE
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Post by NOiZE »

Cabbage wrote:BTW caydr, i didnt see mass increase for nanotowers... you already know why that needs to be done :P
get glasses :-)
Kixxe
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Post by Kixxe »

Cabbage wrote: That only really happens on very soft maps, or people with really poor PC's. It's largely the mapmakers fault for making the ground too soft.
Making the ground hard will make the effect from normal weapons go away instead. So it... dosen't really matter?

Besides, this fixes other strange issues, such as guardians pushing other guardians into holes untill they are almost underwater. (Small divide for exameple)
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Cabbage
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Post by Cabbage »

only on very hard maps, something with the hardness of Q20 seems perfect to me, soft enough to leave marks, but only a guardain fireing in one spot for the entire game will cause a deep hole
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Comp1337
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Post by Comp1337 »

Q20s hardness is horrible imo.. If you camp the craterwalls with toasters lategame, youll make the terrain so bumpy that any and all units will be slowed to a snails speed. Uberdefence.
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KDR_11k
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Post by KDR_11k »

Hehe, digging trenches...
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