Absolute Annihilation 2.11 - Page 146

Absolute Annihilation 2.11

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MR.D
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Joined: 06 Aug 2005, 13:15

Post by MR.D »

To clear up the 2.11 issues with air transporting a crawling bomb.

You have to remember that all explosions are based on Spheres, not on flat circle explosions.

There isn't anything wrong with the distance of the blast of crawling bombs, its just that they're elevated and lose some range if destroyed in midair.

Image
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Snipawolf
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Post by Snipawolf »

Holy crap, did you make all those lines yourself?
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FireCrack
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Post by FireCrack »

The l2 transports need a buff to keep up with the l1 ones, they should probably be given similar flares, and mabye increase their ascent/descent speed...
Kelson
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Joined: 29 Oct 2005, 08:32

Post by Kelson »

Nice to see the Juno / EMP increases, I've felt those were needed for a long time. Not sure the mercury / screamer cost were increased enough for what it looks like you're trying to accomplish (special antiair... not something you just spam). Looks like Core got a bit stronger again, but nothing horribly game breaking (except the annihilator thrown into expensive-ville).
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Caydr
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Post by Caydr »

http://objection.mrdictionary.net/go.php?n=1033000
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.
Maybe on Monday. I'll be out of town tomorrow.
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BigSteve
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Post by BigSteve »

The gunship changes are still there? please tell me your not gonna implement them Caydr ^^
Also the l1 air transport, Ive been trying air drops recently, its actually very effective and easy with the current stats for the atlas/valkyrie, mixing 5 - 6 peepers throws off anti swarm defence very easily too, I think I passed over 4 anti swarm today losing only 1 or 2 atlas.
Giving them flares and an increase in hp I think is too much,
Id go for no flares and the same hp but make them a bit cheaper and a little faster to build if you really want to change them, otherwise flak will be the only thing that will stop them if peepers are mixed in tbh
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Caydr
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Post by Caydr »

Too tired to look. Did I say I increased their HP? If so, forget that, I got terrible visions of airdropping being the only strategy and decided to compare their HP to that of other units... it's now 250, still enough to survive two direct hits from most anti-air.

The gunship changes aren't dramatic enough to affect them very much. My goal was to make them less of a catch-all defense system... taking 10% or whatever longer to reach the attackers means 10% more damage done before they get flattened.

I'm still not really sure about Peepers. I'm becoming inclined to remove their flares and reduce their costs by 25% or so. It should not be completely free to, for instance, totally eliminate the threat of a Mercury/Screamer.

If anyone's an imbecile and says this'll make peepers useless, people are going to get smacked around... Peepers were awesome scouts before they got flares of doom, and they'll be awesome scouts if the flares are removed.

~~~

Added a couple new things to changelog... I think.
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Foxomaniac
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Post by Foxomaniac »

Sweet changelog to say the least :wink: .

All changes seem positive to me.

Question though : does the amount of kbots capturing affect capture speed?

Someone got to try that.

Also, can anyone give me a use for the banisher other then a "mobile gunship swatter"?

I've tried using them on green haven to counter swarms but they hit a small nearly un-noticeable slight elevation in the ground instead of teh target >_<!!

Edit :

Could you increase the altitude dominator rockets go to before they begin to track their targets?

They're unable to attack targets on high hills from below while hiding out of it's range, level one artillery vehicles can easily do it - I find that absurd
:P.
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Caydr
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Post by Caydr »

I don't know if this is in 2.11 or not, but I think I put something in there to make them aim slightly upwards, so as to avoid that problem.

Increasing dominator, merl, diplomat rocket height.
MrWynand
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Post by MrWynand »

Is there a specific reasoning behind pulling the LRPC ships? I'm having a tough time imaging how we're supposed to play large water maps without them... (and yes, I understand massing (super-)battleships will work, but lrpc-boats were an elegant way of closing in....)
esteroth12
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Post by esteroth12 »

medium range bombardment ships, and sea planes
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FireCrack
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Post by FireCrack »

there are no medium range bombardment ships.
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LordMatt
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Post by LordMatt »

MrWynand wrote:Is there a specific reasoning behind pulling the LRPC ships? I'm having a tough time imaging how we're supposed to play large water maps without them... (and yes, I understand massing (super-)battleships will work, but lrpc-boats were an elegant way of closing in....)
IIRC Caydr said he was pulling them to move the mod closer to OTA, however there are a number of people who would prefer they weren't pulled. I used to build them before I started using hovers/amphibious units to assult the mainlands in Supreme Battlefield. I think it would be nice if they were left in, just you happened to want to build them (e.g. who ever builds flagships? IMO LRPC ships are more useful than them).
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MrSpontaneous
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Post by MrSpontaneous »

Flag ships are basically krogoths of the sea, they can be useful if you treat them as such.
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Soulless1
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Post by Soulless1 »

LordMatt wrote:
MrWynand wrote:Is there a specific reasoning behind pulling the LRPC ships? I'm having a tough time imaging how we're supposed to play large water maps without them... (and yes, I understand massing (super-)battleships will work, but lrpc-boats were an elegant way of closing in....)
IIRC Caydr said he was pulling them to move the mod closer to OTA, however there are a number of people who would prefer they weren't pulled. I used to build them before I started using hovers/amphibious units to assult the mainlands in Supreme Battlefield. I think it would be nice if they were left in, just you happened to want to build them (e.g. who ever builds flagships? IMO LRPC ships are more useful than them).
Yeah, I think the LRPC ships were pretty cool and suited water games quite nicely - without them its all about massing economy and building the biggest fleet since nothing else has that kind of range...plus the core one with twin shots was just funkeh 8)
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Neddie
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Post by Neddie »

I personally never liked them much, if I got one into the sea it was tantamount to having a Bertha that everybody was too afraid to try and reach. I don't enjoy toasting people at range without the element of the struggle.
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Comp1337
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Post by Comp1337 »

Just throw the medium range bombardment ships back in :-)
hawkki
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Post by hawkki »

I hated the lrpc ships. As i hated the lrpc vehicle. Berthas are ok, just a bit too cheap i think. And the shields are a bit too costy.
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MR.D
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Post by MR.D »

I'm going to miss the krogtaar, it was a good medium hand mech better suited to dealing with Bantha's and its combat value vs other units was outstanding without being overpowered.

Arm losing the Orcone = Uh oh arm players need a new strat to win in speedmetal now :roll:

Are these two mechs only removed for the (A) variant? plz say they're not really gone from regular aa :cry:

The removal of the LRPC ships seems like a nice idea, but when its a game of shore to shore, or something similar where sea is the best approach into a enemy area, you now have nothing to deal with enemy bertha's that are super long range away and the only thing between you and the shore.

Guess its back to Nukes and massive air swarms?

I'm crabby about those few, but the majority of the changes should be really impressive and toss up the gameplay for a while.
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Acidd_UK
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Post by Acidd_UK »

BigSteve wrote:Also the l1 air transport, Ive been trying air drops recently, its actually very effective and easy with the current stats for the atlas/valkyrie, mixing 5 - 6 peepers throws off anti swarm defence very easily too, I think I passed over 4 anti swarm today losing only 1 or 2 atlas.
Giving them flares and an increase in hp I think is too much,
Id go for no flares and the same hp but make them a bit cheaper and a little faster to build if you really want to change them, otherwise flak will be the only thing that will stop them if peepers are mixed in tbh
steve++
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