Absolute Annihilation 2.11 - Page 139

Absolute Annihilation 2.11

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Kixxe
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Post by Kixxe »

i say 3.
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Neddie
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Post by Neddie »

3, but I might like one side to have a larger current shield and the other to have a small repulsor. Think about it... side differences and cool effects without wasting previously expended effort.
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BigSteve
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Post by BigSteve »

3 3 3 33 3
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FireCrack
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Post by FireCrack »

3, 1, doesnt make a difference....
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Acidd_UK
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Post by Acidd_UK »

3 and don't nerf berthas!
Hellspawn
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Post by Hellspawn »

3
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Snipawolf
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Post by Snipawolf »

Mhmmmhmhmmmhhh, this could make AA completely different...

I say 12!

Nahhh, 3 for real :P
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Neddie
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Post by Neddie »

Nobody even the least bit interested in my idea? Damn..
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LordMatt
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Post by LordMatt »

Caydr wrote: I'm going to make them relate to each other and land units properly through the extensive testing process I put land units through but which I've never put these water units through. I'm going to make prices and effectiveness make sense when compared to similar units who are land-bound.
Are these changes going to make it into 2.2?
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Caydr
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Post by Caydr »

Ok, so the result is 3: Repulsors. Which is what I said I was doing anyway, yet people somehow thought it was a horrible idea. Ehh..... anyway, yeah, for 2.2.
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Lolsquad_Steven
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Post by Lolsquad_Steven »

Machiosabre wrote:Image!
Quoted for the fucking truth.
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Cabbage
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Post by Cabbage »

Thunderbirds FTW :P
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EXit_W0und
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Post by EXit_W0und »

Are stumpies (and core equiv) going to get a boost in some way or just removed?
Theyre just a tad useless next to gators or flash tanks - too slow in weaponary and movement- and we have riot tanks + the janus for heavier swarm control.

Also lightning tanks and gremlins never seem to get used, maybe have a look at them too.
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Cabbage
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Post by Cabbage »

i use lightning tanks whenever i go veh (unless im trying to break into someones base who gone into porc mode). I just think of them as beefy flashes.
Egarwaen
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Post by Egarwaen »

Gremlins are wonderful. If you have the spare energy to cloak 5-10 of them, they can do really, really disgusting things to your enemy's econ.
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Pxtl
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Post by Pxtl »

I say 4 or 5. If players want a "weapon/antiweapon" game, they can disable LRPCs and use Nukes instead. Shields make berthas into line-of-fire nuke gameplay, which is dull and done.

edit: and as for the "peewee/AK argument" - my opinion is that AKs armour could be buffed, even with a corresponding (but lesser, not equivalent) nerf of their weapons. Then you could use AKs more effectively for Zipper-style "run-past-the-defenses-while-ignoring-them" rushes. Plus, it would make the micro-kill-vs-peewees more tediuos to do (since with the weaker weapon, it would take longer) but also they'd be more viable in the oops-stand-up-fight-vs-peewees since their armour has been buffed beyond the level of the weapon nerf.

Did that make sense?
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REVENGE
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Post by REVENGE »

Actually, if the peewee's aim time and the time it took for them to raise their barrels was decreased, it might solve the problem.
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Snipawolf
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Post by Snipawolf »

REVENGE wrote:Actually, if the peewee's aim time and the time it took for them to raise their barrels was increased, it might solve the problem.
Now its right :P
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EXit_W0und
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Post by EXit_W0und »

Hmm, i haven't tried gremlins properly - they sounds quite handy - ignore what i said about lightning tanks and gremlins. However i did a test of 15 flash tanks v 10 stumpies - numbers are based on the number of flash tanks you can build by the time 10 stumpies are built. Flash tanks utterly shred the stumpies with only 4 losses. If I had based the number of flash tanks vs stumpies to be equal in terms of metal it would be 20 flash tanks v 10 stumpies. Stumpies are utterly worthless right now.

Similar results for 19 gators v 10 raiders, gators come out on top no bother with only 7 losses (even if gators are op this is significant).

22 flash tanks v 10 raiders comes out the same - flashes win by a huge margin.

(note number of units for each battle were based on equal build time rather than metal cost)

Conclusion: stumpies and raiders are not cost effective as assault units.
Last edited by EXit_W0und on 05 Sep 2006, 04:14, edited 1 time in total.
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MR.D
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Post by MR.D »

I was thinking the same thing Revenge, alot of these unit inequality problems have alot to do with aiming time.

Like Flashes, they're pretty short range, made for pass and surround for them to be truly powerfull.

But by the time those units get in range and start shooting, sometimes they're already toe to toe with the enemy.

Reaction speeds of alot of units are pretty slow, and it can really hurt anything with a shorter range gun.
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