Absolute Annihilation 2.11 - Page 133

Absolute Annihilation 2.11

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Drone_Fragger
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Post by Drone_Fragger »

OH MY GOSH BIG TEXT! :O
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KDR_11k
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Post by KDR_11k »

Nerf Shammies!
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Min3mat
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Post by Min3mat »

*shameless promoting of a clean forum where actual issues can be discussed by those who are more than capable of playing the game and even (:O) forming valid arguments, suggestions and counterarguments as well as discussing the game on a deeper level*
2k4
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Post by 2k4 »

not sure if I suggested it before, but:

make comm corpse 1/3 of metal, so 5k... this way commreclaim will be less powerful
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Machiosabre
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Post by Machiosabre »

already in the log. :roll:
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Caydr
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Post by Caydr »

And it's actually going to be 2500 metal. That seems more than enough IMO... think about it. You start off the game with only 1000. It's meant to be a way to have revenge on a comm-bomber, not a way to get free resources from your own freaking command unit. 2500 will reclaim much faster, and is enough to build an entire army or even give you a nice boost to your L2 jump.
PRO_rANDY
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Post by PRO_rANDY »

So it could be economically viable to com bomb, take out a gaurdian, HLT a few units and your in profit.
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krogothe
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Post by krogothe »

Caydr wrote:And it's actually going to be 2500 metal. That seems more than enough IMO... think about it. You start off the game with only 1000. It's meant to be a way to have revenge on a comm-bomber, not a way to get free resources from your own freaking command unit. 2500 will reclaim much faster, and is enough to build an entire army or even give you a nice boost to your L2 jump.
THANK YOU! about time the useless 10k+ was abolished! id say 3.5k is more appropriate but either way the change is for the better IMO, since people rarely got to use the wreck anyways and if they did most of the time it was wasted.
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det
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Post by det »

I hear next version of Spring supports gradual reclaim. Does AA intend to take advantage of this? Will the reclaim rate stack with more cons? I'm all for this wonderful improvement.
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Neddie
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Post by Neddie »

Min3mat wrote:*shameless promoting of a clean forum where actual issues can be discussed by those who are more than capable of playing the game and even (:O) forming valid arguments, suggestions and counterarguments as well as discussing the game on a deeper level*
Speaking of those forums, your expert opinion may be useful on one such of that nature, though unrelated to AA.
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TradeMark
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Post by TradeMark »

det wrote:I hear next version of Spring supports gradual reclaim. Does AA intend to take advantage of this? Will the reclaim rate stack with more cons? I'm all for this wonderful improvement.
Where did you hear that...?
Anyways, i would love that, if it is that what i think it is... So when you reclaim, you start getting +3M or something while you reclaim?

Or did you mean that you get like 100M per step, and you get those 100M steps like 150 times when you reclaim 15k wreck? That would be also good.
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Pxtl
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Post by Pxtl »

Just played a game and made effective use of the Arm paralyzer missile. I think the problem with it is that it takes multiple missiles to stun BLODs. However, when a defensive line is focussed on pop-ups, it is horrifyingly useful - I had a swarm of peewees and hammers overrun a line of Vipers and pop-up plasma-cannons using one of those. Even with only 20 seconds I was able to do a lot of damage.
Where did you hear that...?
Anyways, i would love that, if it is that what i think it is... So when you reclaim, you start getting +3M or something while you reclaim?

Or did you mean that you get like 100M per step, and you get those 100M steps like 150 times when you reclaim 15k wreck? That would be also good.
Was in the feature request forum. You can do either way - continuous-reclamation, or stepped. IIRC, it's defined as part of the wreck. Plus, as is sensible, it only applies to wrecks, not units, so there's no worry of using autorepair as a resource source.[/quote]
Egarwaen
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Post by Egarwaen »

Pxtl wrote:Just played a game and made effective use of the Arm paralyzer missile. I think the problem with it is that it takes multiple missiles to stun BLODs. However, when a defensive line is focussed on pop-ups, it is horrifyingly useful - I had a swarm of peewees and hammers overrun a line of Vipers and pop-up plasma-cannons using one of those. Even with only 20 seconds I was able to do a lot of damage.
And just think... When they unfroze, you could hit them with another missile, move in some heavy L2 units, and do even more damage. And then have your L1 swarm keep rampaging when everything unfroze.
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Caydr
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Post by Caydr »

That's the trouble with balancing EMP. The sweet spot between too good and too bad is hard to find. I was planning to increase their stun time to 30 and make them capable of stunning more efficiently, but maybe it's best to leave it at 20?
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Machiosabre
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Post by Machiosabre »

I don't think it's the stuntime as much as the radius, it could be a tad bigger.
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Pxtl
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Post by Pxtl »

Maybe this would be a good place for special damages? That is, have the EMP do extra stun damage to "large" units.
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FireCrack
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Post by FireCrack »

Pxtl wrote:Maybe this would be a good place for special damages? That is, have the EMP do extra stun damage to "large" units.
I'd agree with that, the main problem with the EMP missile is that it does nothing against big stuff, but it is currently quite effective against small things
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Pxtl
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Post by Pxtl »

FireCrack wrote:
Pxtl wrote:Maybe this would be a good place for special damages? That is, have the EMP do extra stun damage to "large" units.
I'd agree with that, the main problem with the EMP missile is that it does nothing against big stuff, but it is currently quite effective against small things
Which would be fine, if it weren't for the fact that it is a very expensive structure to build, and generally exists for the purposes of attacking a hardened defensive area... and in such an area, the popup guns are only a small part of your worries, at least if the game is late enough that you're building EMP missiles..
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Caydr
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Post by Caydr »

Maybe I could make it into a smaller-AoE weapon with a 100% certainty of EMPing the targetted unit/structure? (besides comms/supers)

By smaller, I mean, 384 or so. There'd still be some room for error in case the radar dot is particularly far off.
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Min3mat
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Post by Min3mat »

i think a mid range EMP blast which will only stun T2 units for 5-7 secs T1 for maybe 8-11 disables resource buildings for around a min and a half (less for bigger stuff like fusions) disables factories for around a minute (T2 slightly less) and disables defenses for anywhere between 20-35 secs (dependant on level, but still very good vs those bloody pop up turrets)
would be ideal IMO
then again that is uber complicated, a armour class on the units stopping a bit of the EMP would be fine :)
I just think it should be better vs buildings, defenses (and bloody pop ups) especially
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