Absolute Annihilation 2.11 - Page 154

Absolute Annihilation 2.11

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NOiZE
Balanced Annihilation Developer
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Joined: 28 Apr 2005, 19:29

Post by NOiZE »

Caydr wrote:
Nanotower buildtime reduced by 2000, energy cost reduced by 1000,
HP boosted by 50
Not enough?

For comparison, they have over twice the building power of a construction kbot and only 40 less HP, at a cost and buildtime of less than 2 con kbots.
compare with conveh pls
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KDR_11k
Game Developer
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Post by KDR_11k »

By the way, is it intentional that LRPCs in the beta build cannot be set to hold fire?
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Caydr
Omnidouche
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Post by Caydr »

Comparison with arm conveh nanotower has:
1.5x the building power (workertime)
1.67x the energy cost
1.54x the metal cost
1.3x the build time
0.4x the hit points
5.71x the build distance

re berthas: No, that's not intentional. I'll check that and make sure it's fixed. Any other abnormal behaviour like this should be reported immediately.

Regarding naval balance:

The problems, in my eyes, were:
-Too many units
-Too few distinct roles
-Too much "one-upping" of existing units
-Some units much too strong or much too weak
-Gameplay too slow

To fix this, I did the following:
-Subs are now highly powerful, but with a weakness: they must face the target they are attacking. They cannot, for instance, attack something while running away from it
-Several ships which, IMO, were unnecessary, were removed (you know about them)
-Sonar range has been reduced on all units significantly, making subs much more difficult to just accidentally stumble upon.
-Most ship ranges have been reduced by some amount, especially destroyers and battleships, this is counterbalanced by increased range in flagships and especially missile ships
-Ships have been differentiated by giving certain ones restrictive arcs, preventing their use in some situations, while others are capable of firing at any angle
-Also adjusted most secondary firing arcs so they wouldn't shoot "through" the main turrets as much
-Adjusted DPS (damage per second) of ships so that they would be more sensible
-All ship turning rates increase dramatically to speed up gameplay, some ships' acceleration and braking improved

So, now ships have the following roles:
Skeeter/Searcher - Scout, short-range, moderate damage, fragile, fast, with anti-air
Decade/Supporter - Corvette, short-range, moderate damage, good HP for cost, medium-high speed
Crusader/Enforcer - Destroyer, medium-range, moderate damage, good HP, medium speed, depth charge, short range sonar, limited to forward-firing with main weapon
Lurker/Snake - Submarine, short range, very high damage, low HP, medium speed, limited to 45-degree forward firing arc
Conqueror/Executioner - Cruiser, medium-long range, good damage, good HP, medium speed, depth charge with large AoE, short-medium range sonar, full firing arcs
Piranha/Shark - Advanced Submarine, short range, extremely high damage, low HP, medium speed, limited to 90-degree forward firing arc
Millennium/Warlord - Battleship, long range, excellent damage, superior HP, medium-slow speed, full firing arcs, highly expensive
Ranger/Messenger - Rocket Artillery, extremely long range, medium-high damage, medium-low HP, good speed, firing arcs n/a
Archer/Shredder - Anti-air ship, medium range, massive damage, moderate HP, good speed, anti-air only
Serpent/Leviathan - Assault/Artillery Submarine, long range, extremely high damage, medium HP, medium-low speed, limited to 45 degree forward firing arc
Epoch/Black Hydra - Flagship, very long range, outrageously high damage, outrageously high HP, low speed, many firing arcs but full overall coverage, with secondary anti-air
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Min3mat
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Joined: 17 Nov 2004, 20:19

Post by Min3mat »

water changes sound excellent

but with the nanotowers its the situation also

you dont build a con which builds a nanotower
you build a con that assists the fac and builds up a small group of cons that guard the fac (3 is around optimal)

nanotowers use is for metal maps etc for concentrated reliable good ranged building as well as repairing guardians in duels etc

now that we have all these tags hows about removing the nanotowers ability to assist build COMPLETELY and giving it repair ONLY?

im just making suggestions because i think that if nanotowers were balanced to fill that sort of role it would...suck. either have them as a repair only or my previous suggestion maybe???

Just do something to the bloody things, i'd rather you didn't remove them if it came to that which is why im suggesting stuff
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Day
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Joined: 28 Mar 2006, 17:16

Post by Day »

they arent needed at t1... thats why i preposed them to be at t2 where massing units is harder
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Caydr
Omnidouche
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Post by Caydr »

How is massing at t2 harder?

I'm feeling awful tempted to kill nanotowers. Not for any particular reason, I just get eager to cut something when I realize other stuff can do the same job.

Yes, I could rebalance them and make them for massing at tech 2 and so on and so forth, but why not cut them and make existing units do that job better? I.... think.... they're..... gone. *deletes*
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Soulless1
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Post by Soulless1 »

looks good - can't wait! :-)
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NOiZE
Balanced Annihilation Developer
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Joined: 28 Apr 2005, 19:29

Post by NOiZE »

just make them a bit cheaper IMO..
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TradeMark
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Joined: 17 Feb 2006, 15:58

Post by TradeMark »

Change nanotowers:
buildtime -> 3500
energycost -> 3000
metalcost -> 150

Or something like that...?
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Drone_Fragger
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Joined: 04 Dec 2005, 15:49

Post by Drone_Fragger »

Code: Select all

***---NANOTOWER---***
     ***RIP***
 **~2003-14/09/06**

**"We knew thee well"**
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MR.D
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Joined: 06 Aug 2005, 13:15

Post by MR.D »

Nano towers are space effieient vs any other con unit, less costly, and easier to maintain.

Nano towers don't wander around between building factory units as assist builders.

They don't unintentionally block factory entrances slowing down production.

They're limited into 3 simple tasks, assisting build/repair or the ocasional reclaim of nearby buildings & trees.

I prefer to build 4 nanotowers to guard a factory, so I can use my other Kbots to build specific units or to have those kbots free on the frontlines for mobile repiars, to build radar/Hlt, or whatever else I need in the LVL1 buildmenu.

They help to reduce the ammount of micro to keep a smooth combat force on the move, and without them people would just spam tons of Conbots/vehicles/planes instead.

Nanotowers also can switch tasks instantly, where normal con units need to go through the complete animation cycles of closing up and re-opening their body to stop/start new tasks.

Its pretty clear they're valuable and they serve a purpose.
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FireCrack
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Joined: 19 Jul 2005, 09:33

Post by FireCrack »

The good thing about nanotowers is they stop units form forming up a clutter at your factories, and with the proposed changes to autoheal they could very-well become usefull on the front lines.

Just read the previous post, needless micro, like turning con bots around so they face the structure their assisting, si just stupid.
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Cabbage
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Joined: 12 Mar 2006, 22:34

Post by Cabbage »

dont get rid of nanotowers, and dont make them T2 -= i often use them if i end up in a guaqrdian war, and much prefer them for assist building over cons. I often have them queued up before i start my lvl 2 factoey aswell.
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LOrDo
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Joined: 27 Feb 2006, 00:21

Post by LOrDo »

Don't get rid of them. Mabye you could move them to tech 2 but DON'T get rid of them.
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LordMatt
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Joined: 15 May 2005, 04:26

Post by LordMatt »

Please don't remove nanotowers. I only use them with airplants, but they are very good for counteracting the slow worker time of conairs (and not forcing me to make a cloud of them).
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Neddie
Community Lead
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Post by Neddie »

I too support keeping Nanotowers. They serve a particular role with more alacrity and flavour than other options.
Hellspawn
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Joined: 24 Feb 2006, 11:54

Post by Hellspawn »

I start using them with lvl 2 usually if I use them.
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Forboding Angel
Evolution RTS Developer
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Joined: 17 Nov 2005, 02:43

Post by Forboding Angel »

I generally find them pretty useful at lv1. My cons have more to do than guard a factory. The buildtime on this is horrible though. That really needs to be addressed.
Konane
Posts: 35
Joined: 27 Jan 2006, 13:07

Post by Konane »

Naval changes sound really good, especially that sub can fire only in front.

I support keeping nanotowers with some buildtime decrease as well.
Elmokki
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Joined: 30 Jun 2006, 22:13

Post by Elmokki »

Core doesn't get fark (though freakers aren't bad assisters.) and Core doesn't get a decent assisting vehicle. I do build them even at their current state, especially when going for vehicles.

But yes, they're very slow to build.
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