Absolute Annihilation 2.11
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- Joined: 18 May 2006, 21:19
- Foxomaniac
- Posts: 691
- Joined: 18 Jan 2006, 16:59
Snipers are going to get really scary in the next version of spring, Any unit that goes out of LOS or cloaks that is also stealth (sniper is the first that comes to mind) gets cleared from an attack order.
This is also going to be true for those people that spot a commander, and use a defencive unit to track it no matter where it goes on the map.
Like guardian that is permanently set to attack a commander, once it goes out of LOS range or the dot is no longer visible that unit gets lost and you don't know where it is anymore.
There is an arm tank that is stealth and cloakable as well, meaning that once it recloaks, you're going to be completely blinded untill it attacks again.
These cloaked stealth units are going to be hell do deal with after this new spring change, because you can't track them ever again untill they uncloak.
This is also going to be true for those people that spot a commander, and use a defencive unit to track it no matter where it goes on the map.
Like guardian that is permanently set to attack a commander, once it goes out of LOS range or the dot is no longer visible that unit gets lost and you don't know where it is anymore.
There is an arm tank that is stealth and cloakable as well, meaning that once it recloaks, you're going to be completely blinded untill it attacks again.
These cloaked stealth units are going to be hell do deal with after this new spring change, because you can't track them ever again untill they uncloak.
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- Posts: 501
- Joined: 18 May 2006, 21:19
Better yet, attack a unit that's retreating, and find out exactly where your enemy's rally points are. Or attack his commander and then wait for him to be building a large project and bomb his exact location. Or attack a construction unit and find out where your enemy is resourcing. I could go on for hours.
no-one seemed to pay any attention to this, which is a shame cos I reckon it'd be pretty sweet to have fighters trying to evade missiles - it'd make dogfights that much more interesting to watch and would certainly make more sense than the current 'whoever flies slowest wins' thing...aspa wrote:Would it be possible for fighters to trigger an evasive-maneuver-script instead of firing off a flare? So that just before the missile hits the fighter does a sharp turn or suddenly dives, so the missile loses track of the fighter.Caydr wrote:I remind you, the flares will be only effective once out of every 5 shots, unless you can agree on a different solution. Maybe slow-firing but with high efficiency would be better.
thoughts?
- Foxomaniac
- Posts: 691
- Joined: 18 Jan 2006, 16:59
Or just mob the area with scout planes. (Yet another use for the almighty Peeper!)KDR_11k wrote:They uncloak when an enemy unit comes too close. If that doesn't work, use large AoE weapons on the area you suspect the target to be in. Though I have to admit I don't know which units are suitable for that.
Snipers aren't going to be any scarier than they are now. They already decloak for ~3 seconds when firing, and they have a pretty large decloak radius.
It might be worth bumping up the blast radius of "crawling bomb in a transport", as AA has enough long-ranged anti-air solutions that it's not an uberomgwtfpwnpwnpwn weapon. And again, it might help encourage people to build early anti-air.
L1 air transports travel closer to the ground in 2.2, to help them perform combat landings and cool stuff like that... Anyway, it'll make crawling bomb AoE a little better if you choose to use them for kamikaze missions.
AA's now ready and waiting. Changelog is longer than the three previous versions combined :|
AA's now ready and waiting. Changelog is longer than the three previous versions combined :|
2.11 --> 2.2 - "Buy a Wii or I'll set you on fire" Edition
Removed some unused weapon entries
Eliminated impact physics for all common weapons
Liche nuke AoE increased to 256 (128), damage vs superweapons fixed
Maverick damage per hit reduced to 75, switched to buckshot (10),
reloadtime increased to 3 (0.985), has less accuracy and wide spray,
AoE increased to 12 (8); effective DPS is now 250 (300)
Sniper weapon bug fixed, it now only hits one target rather than an
entire row, minimum distance from enemy units for cloaking to work
increased to 80 (72)
EMP missile paralyzetime increased to 30 (20), range increased to
6000 (4500)
Adjusted anti-nuke properties so they shouldn't have occasional
problems intercepting nukes anymore
Commander explosion damage doubled (25000->50000)
All massive explosions now leave larger, deeper craters
Plasma battery low trajectory fire now have normal (larger) AoE
Movable nanotower bug fixed, they should also no longer attempt
to repair or reclaim things beyond their nano range
Beamer damage increased to 28 (27) per "zing"
Vehicle factory metal cost reduced 100
Twilight minimum cloaking distance from enemy units increased to
48 (30)
Morty buildtime reduced by about 1200 units (6400->5200)
Commander metal value reduced (15000->2500)
Arm Lancet logo fixed
Arm Moho Geothermal energy output reduced to 1250 (compared with
Core's 1000 output)
Prude HP increased to 12500 (8000), energy storage set to 1500 (0),
metal cost reduced 10% (1176->1058), energy cost reduced 25%
(32307->24230)
Behemoth HP increased to 7500 (5000) and no longer targets aircraft
Moho metal extractor extraction rate increased to 0.004 (0.0035)
Advanced construction vehicle build rate increased to 250 (200)
Arm moho metal extractor can now cloak for 50 energy and is always
radar-invisible; description changed to reflect this
Packo description changed to "Pop-Up Missile Battery"; SAM changed
to "Hardened Missile Battery"; Circular Saw and Eradicator changed
to "Medium-Range Missile Battery"; All related special damage
values removed
Flare efficiency (0.9->0.8) and launching rate (0.9->1.5) reduced
on AWACS aircraft
Flare dropping rate on Peeper reduced to 5 (3), efficiency reduced
to 0.75 (0.9)
Pitbull, Viper weapon AoE increased to 24 (16)
Construction aircraft workertime reduced to 45 (50), advanced
construction aircraft to 80 (100), construction seaplane to 100
(200)
Construction seaplane metal cost reduced 100 (330->230), energy
cost reduced 10000 (19000->9000), build time by 10000 (30000->
20000)
Radar tower detection ranges reduced
Basic fighter energy cost increased 30%, metal cost increased 20%,
buildtime increased 10%
Basic air transport energy cost reduced 50%, metal cost reduced 40%,
buildtime reduced 30%, HP increased 10%, "single-use" flares added
Paralyzers should now be more effective
Stumpy, Raider HP and range increased 50 units, rate of fire reduced
25%, damage increased 30%
Blade energy cost increased 25%, metal cost increased 10%, buildtime
increased 5%, HP reduced 50 units
Flash turning/accel/brake increased 10%, metal cost reduced 5%
Recluse HP reduced 50 units
Thud HP increased to 900 (870)
Rapier, plasma battery, leveler groundflash size reduced
Level 2 aircraft plant energy cost increased by 10000 (22000->32000)
Default explosions disabled for most small weapons
Maverick holster/unholster animation speed boosted
Flash/Gator aiming rate increased (~150->200/175 respective)
Fixed erroneous spelling of "BlackHydra" armor category in many
different weapon files (big thanks to TradeMark)
Fixed erroneous special damage entries in Dragon's Maw and Dragon's
Claw weapon entries (more thanks to TradeMark)
Gunship brake rate reduced 25%, acceleration reduced 20%, speed
reduced 15%, rotation reduced 10%
Juno should now function properly, it won't randomly fail to damage
radar-related structures and units, AoE increased to 2048 (1280),
pulse cruising altitude increased fourfold
Warrior metal cost increased by 40 (208->248), buildtime increased
by 400 (4104->4504), HP reduced by 175 (1475->1300), speed
increased by 0.2 (1.3->1.5)
Leveller weapon AoE increased to 144 (128)
Intruder wake bug fixed, is no longer upright regardless of terrain
Banisher now aims a bit upward to fire, similar to Mercury
Construction vehicle build distance increased, construction kbot
build distance decreased
Merl, Diplomat HP increased 500 (~2500->3000), rocket AoE decreased
to 64/72 respectively (160), rocket damage increased to 1000/1300
respectively (800/900), range increased to 1215/1240 respectively
(1150)
Diplomat rocket reload time increased to 20 (16)
Tremor reload time decreased to 0.4 (0.5), accuracy reduced to 1400
(1000)
All artillery rebalanced for lower trajectory firing at long range,
higher trajectory firing at close range
Arm moho mine HP decreased to 2500 (3000), core moho mine HP
increased to 3500 (2500) and damage is now multiplied by 0.25
when closed (0.4)
Flash/Peewee EMG weapons seperated into two different classes
Peewee range increased to 180 (176)
Flash range increased to 190 (176)
Instigator damage per second reduced to 97 (107)
AK damage per second increased to 87 (79)
Commander laser damage versus L1 air transports increased to 180
(125)
Metal extractors in (A) fixed
Units removed: hyper radars, bertha ships, bertha tanks, orcone,
krogtaar, artillery hovers, aegis, firestorm
Depthcharge launchers added to commander build menus
Laser and EMG weapon graphics improved
Core LLT made the same height as Arm LLT
Beamer turret height increased to halfway in-between Core HLLT's
two turrets
Jethro recoil on wrong barrel fixed
Marauder death and self-d explosions reduced
Removed a TON of unused graphics
Removed extra loading screen bloat
All vehicle speed, acceleration, braking, and turnrate values
increased by 10%
All corpse metal values normalized to 70% metal, 50% hitpoints,
all heap metal values normalized to 35% metal, 20% hitpoints;
all corpses and heaps put into one file (even more thanks to
TradeMark)
Arm amphibious construction vehicle, construction hovercraft
build menu bugs fixed in standard, (H), (A)
Amphibious construction vehicle build menus corrected in (F)
Annihilator energy cost increased 250% to 62563, damage
multiplier when armored (closed/off) increased to 0.25 (0.05)
Catapult size increased 33% (3x3->4x4)
Commander mass increased to 5000 (2500)
Jammer tower cost vs. effectiveness made comparable to mobile
jammer units
Depth charge removed from anti-air hovercraft
Radar, advanced radar, and mobile radar stats rebalanced
Combat autorepair removed from all units except Commander, Maverick;
maverick description changed to reflect this
Metal maker, moho metal maker, floating metal maker, underwater
moho metal maker costs increased
Ground decals replaced with ones from Unpossible
Mobile flak units now have the same range as flak turrets
Core L1 fighter HP increased 15 units to make them survive one hit
from most missiles rather than being intagib versus all missiles;
they still have 10 less HP than Arm L1 fighters
L2 fighter buildtime reduced by 2000 units (~9000->7000), missile
bug fixed - they now have dual missiles as I intended
Core cloakable fusion reactor removed
Core fusion reactor output increased by 50 (850->900), HP increased
by 3700 (4800->8500)
Core underwater fusion reactor ouput increased by 50 (900->950)
Arm fusion reactor metal cost reduced 500 (4504->4004), buildtime
decreased 5000 (75014->70014), HP reduced 150
Flea metal cost reduced to 14 (19), buildtime reduced 200 (900->700)
Laser firing points on commanders improved somewhat
Underwater fusion reactor metal cost reduced 1000 (~5700->4700)
Behemoth firing sequence fixed (thanks go to Archangel)
Missile truck range increased to 600 (585)
Removed erroneous on/off switch on arm advanced solar
Core solar generator HP bar height increased
Bulldog weapon groundflash reduced
Nanotower buildtime reduced by 2000, energy cost reduced by 1000,
HP boosted by 50
New buildpic for Shellshocker and arm LLT
Commanders/decoys no longer leave wrecks when they self-destruct or
are otherwise "obliterated" by and extremely powerful weapon such
as a D-Gun, and can no longer be reclaimed
Shellshocker firing point and barrel improved, extra explosions
removed
Mercury/Screamer energy cost doubled
L2 fighters and seaplanes now have a low-efficiency flare
Panther/Pelican should now properly approach to firing range when
told to attack
LRPC range reduced 10%
Vulcan/Buzzsaw aiming height increased to 50, Bertha/Intimidator
aiming height increased to 30
Shields reverted to repulsor with shield range indicator
Advanced torpedo launcher range increased to 1200 (650)
Increased damage values versus amphibous units removed from all
applicable weapons
Hovercraft platform metal cost reduced 100 units
"Support Ship" revert to standard anti-air ship
Hovercraft made less slope tolerant, costs adjusted
Amphibious tanks made more slope tolerant, costs adjusted
Corvettes now have wrecks
Increased time before autohealing starts to 60 seconds (20), healing
rate reduced to 5 (10)
Combat and construction hovercraft size reduced 1/3
Core Slinger anti-air hovercraft's turret is now actually connected
to the main model....
Core Halberd heavy hovercraft now leaves proper wake
Hovercraft wrecks now sink
Commander building/defending bug may have been fixed, using Bugfix
scripts for these to see if they work any better
Samson/Slasher HP increased 100 units
Complete rebalance of all hovercraft stats
Spies are now amphibious
Rez subs are no longer rendered beneath the terrain
Amphibious complex buildable units added/removed, costs reduced
Aircraft carriers should now repair planes properly again
Turret removed from Intruder model
Poison Arrow model modified
Complete rebalance of all amphibious stats
Complete rebalance of all naval stats
Commando added back in
Anti-air kbots added
Redone buildpics for Muskrat, Garpike, Shiva, and spies, to reflect
their amphibious-ness-ness
Last edited by Caydr on 10 Sep 2006, 04:09, edited 4 times in total.
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- Posts: 933
- Joined: 27 Feb 2006, 02:04
The HP on the Consul is 970, it is 900 on the Freaker. The costs are also not that much different either, Consul is 20 metal cheaper but 500 energy more. The Consul is a hair faster, but accellerates slower. Both of them have the same 150 workertime. So if they're really that similar, why does the Consul take twice as long to build?Soulless1 wrote: If I had to guess, I'd say it's probably cos the consul is a vehicle and thus has much higher HP...
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- Posts: 933
- Joined: 27 Feb 2006, 02:04
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- Posts: 933
- Joined: 27 Feb 2006, 02:04
Well, I was going to post a full comparison of both stats from the FBI file, but I figured that would be overkill. Any chance of a test version of 2.2 we could use for the .73 beta test compiles? I'd love to do some playing on .73 and 2.2 to see if there's any bugs I can dig up.Caydr wrote:I did, but I thought you were exaggerating a bit... people tend to get a bit overzealous when they feel their side has been "cheated"...
I've stop being such a ass and realised how absurdly good this patch is going to be
BTW i still resent the autoheal being taken out of the players hands, im just willing to accept a new and different sort of gameplay (playing some OTA recently :D). IMO a AA -AH variant or something is needed, but im fine with -S being without
(confused me)Amphibious tanks made more slope tolerant, costs adjusted
Corvettes now have wrecks
Increased time before autohealing starts to 60 seconds (20), healing
rate reduced to 5 (10)
Combat and construction hovercraft size reduced 1/3
Core Slinger anti-air hovercraft's turret is now actually connected
to the main model....
BTW i still resent the autoheal being taken out of the players hands, im just willing to accept a new and different sort of gameplay (playing some OTA recently :D). IMO a AA -AH variant or something is needed, but im fine with -S being without