
Absolute Annihilation 2.11
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- Posts: 933
- Joined: 27 Feb 2006, 02:04
Couple of bugs/misgivings another guy and I found testing the new build.
1. Static weapons don't seem to be able to hold fire anymore. Most noticeable on LRPCs and some other static defenses.
2. Carrier has commands it can't perform like reclaim and repair.
3. EMP missiles seem to build too fast, is it like a 60 second build time? It may be faster than the Juno/Antinuke and other units in its class.
4. Amphib complex is pretty crippled now that it can only build a few units. How about giving it back some more amphibious units like crawling bombs?
5. Can you check into the DPS on the seaplane fighters vs level 2 stealth fighters? Now that stealth fighters fire twice, I think they beat seaplanes one on one.
6. No gradual reclaim? This feature would be awesome if you implemented it.
7. Dragon├óÔé¼Ôäós Eyes in water are permanently invisible. They can't be seen by radar, sonar, surface ships, subs, radar/sonar planes, torpedo bombers, nada. That's when they're uncloaked by the way.
8. The new radar range is so short, the T1 plasma batteries like Guardians/Punishers outrange it
9. The new "shotgun" on Mavericks tends to miss above the top of shorter units like hovercraft and some tanks.
1. Static weapons don't seem to be able to hold fire anymore. Most noticeable on LRPCs and some other static defenses.
2. Carrier has commands it can't perform like reclaim and repair.
3. EMP missiles seem to build too fast, is it like a 60 second build time? It may be faster than the Juno/Antinuke and other units in its class.
4. Amphib complex is pretty crippled now that it can only build a few units. How about giving it back some more amphibious units like crawling bombs?
5. Can you check into the DPS on the seaplane fighters vs level 2 stealth fighters? Now that stealth fighters fire twice, I think they beat seaplanes one on one.
6. No gradual reclaim? This feature would be awesome if you implemented it.
7. Dragon├óÔé¼Ôäós Eyes in water are permanently invisible. They can't be seen by radar, sonar, surface ships, subs, radar/sonar planes, torpedo bombers, nada. That's when they're uncloaked by the way.
8. The new radar range is so short, the T1 plasma batteries like Guardians/Punishers outrange it
9. The new "shotgun" on Mavericks tends to miss above the top of shorter units like hovercraft and some tanks.
Perhaps Mavs would be better armed with a riot-style weapon? That is, a weapon with low damage but high impulse and blast radius? That would be more specifically tuned for killing groups of small L1 units - which, as I understand it, is the Mav's intended purpose.LordMatt wrote: 2. Mavs aren't mavs anymore with the new weaponOne of the coolest things about mavs was their very accurate fast gauss cannons. They just aren't the same without them (regardless of the whether or not they do the job).
The sub rebalance is incomplete, I realized this just after I posted the beta... all special damage values related to subs (including sub vs sub, sub vs torp, etc) wasn't adjusted at all.
I'll check on everything else posted.
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I'm not sure what to do about underwater cameras being invisible. The issue is that anything underwater must be spotted by sonar, and sonar is eliminated by units that have stealth, like the cameras. I might have to revert them back to being land-only.
I'll check on everything else posted.
What's all this about?3 air transports can kill a HLLT
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I'm not sure what to do about underwater cameras being invisible. The issue is that anything underwater must be spotted by sonar, and sonar is eliminated by units that have stealth, like the cameras. I might have to revert them back to being land-only.
Caydr wrote:Yeah, I know all about its messy script
No idea at all how to fix it though. I could send it to Archangel, but I don't want to give him too much work to do. I already ask him for scripting help pretty often... and I'm not sure how much work would be involved in fixing a walk script.
Basically, as long as the unit functions, I don't think I'm going to worry about it.
Anyone agree with this? I'm willing to make the change.krogothe wrote:IMO give nanos:
- 3x costs
- 2x buildtime
- 3x hp
- 5x buildpower
- 0.5x range
- 1.5x size increase
sounds ok (nano turrets) but i think i would suggest them as lvl2 nanotowers. :)
orcones -> well banthas are build in a time but the cant block the kroghs as good as the orcones...
when i am not really ready and have only one orcone ready i mirco him slowly back to my base that the krogh cant rush as fast as it wants... :)
removing the orcone will end up like xta -> all playing core...
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- Posts: 141
- Joined: 28 May 2006, 21:41
We are not balancing AA to cater to Speedmetal players. Get it through your thick skull.Rudirogdt wrote:sounds ok (nano turrets) but i think i would suggest them as lvl2 nanotowers. :)
orcones -> well banthas are build in a time but the cant block the kroghs as good as the orcones...
when i am not really ready and have only one orcone ready i mirco him slowly back to my base that the krogh cant rush as fast as it wants... :)
removing the orcone will end up like xta -> all playing core...
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- Posts: 501
- Joined: 18 May 2006, 21:19
Fixed the transport-killing-turrets thing, reverted mav, applied balance to subs...
I'll just post it.
Just a reminder - please don't tell anyone the password for the 2.2 beta archive, in fact, don't even tell them where you got it preferably.
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More testing, still no missing texture.
I'll just post it.
STILL trying to figure out why some people are getting missing texture errors. Latest theory is, maybe it doesn't say anything because I'm testing in single player, just to irritate me personally.2.2b1 --> 2.2 - "Buy a Wii or I'll set you on fire" Edition
Fixed lingering Claw/Maw bugs
FARKs can no longer reclaim or restore terrain
Minelayers can no longer do anything but build mines, given stealth,
sight distance reduced
Maverick weapon reverted, speed reduced to 1.65 (1.8)
Static weapons can be set to hold fire again
Naval balance finalized
Carrier speed increased
Transport hovers leave wake again
Vanguard weapon velocity increased by 40
Morty weapon groundflash size increased
Perimeter cameras have jamming now instead of stealth, this makes
them visible when underwater
Flamethrower graphics improved with new FX system (thanks to Argh)
Turrets can no longer be tricked into killing themselves
Just a reminder - please don't tell anyone the password for the 2.2 beta archive, in fact, don't even tell them where you got it preferably.
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More testing, still no missing texture.
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- Posts: 141
- Joined: 28 May 2006, 21:41
Why should FARKs be unable to reclaim or Restore? There's no reason for that at all - or are you afraid of some sort of silly rush where you spam FARKS and eat the enemy's base or armies?
And, why are Minelayers having their repair abilities taken away? It's not like they were being abused as repair-assist. I do agree with them being Stealth, now, though.
I always figured Carrier speed needed increasing... acceleration, too. It's a pain in the ass getting them moving out of the shipyard, because they like to get stuck on EVERYTHING. After that, though, they don't need to really move, as they provide their sweet, sweet Antinuke protection. Though, who knows what they'll be used/needed for, when you finally fix the air pad bug?
By the way. Give Cruisers back their depth charges. Or else make Destroyers cheaper/smaller/faster/more maneuverable, so they're easier to make and use in the antisub role. As it stands, if Destroyers are the only antisub surface ship, Assault Submarines are going to own them, hard.

And, why are Minelayers having their repair abilities taken away? It's not like they were being abused as repair-assist. I do agree with them being Stealth, now, though.
I always figured Carrier speed needed increasing... acceleration, too. It's a pain in the ass getting them moving out of the shipyard, because they like to get stuck on EVERYTHING. After that, though, they don't need to really move, as they provide their sweet, sweet Antinuke protection. Though, who knows what they'll be used/needed for, when you finally fix the air pad bug?
By the way. Give Cruisers back their depth charges. Or else make Destroyers cheaper/smaller/faster/more maneuverable, so they're easier to make and use in the antisub role. As it stands, if Destroyers are the only antisub surface ship, Assault Submarines are going to own them, hard.
I can pretty much say I'm behind every change here except for the Fark nerf and the cut of the minelayer's repair ability. They're bloody Farks - they don't have a large buildtree, they have nearly no armour or health, but you are further reducing their role - as it was before, the balance of constructors was almost perfect. I already much prefer Combat Constructors, but this is ludicrous.
LOL!KlavoHunter wrote: By the way. Give Cruisers back their depth charges. Or else make Destroyers cheaper/smaller/faster/more maneuverable, so they're easier to make and use in the antisub role. As it stands, if Destroyers are the only antisub surface ship, Assault Submarines are going to own them, hard.

Also, I'm against the fark reclaim nerf as well.
Would you put up an updated test version?Caydr wrote:2.2b1 --> 2.2 - "Buy a Wii or I'll set you on fire" Edition
Fark change makes perfect sense if you read up in the changelog.
Caydr has in the changelog that Impulses are being pretty much removed from the game, which means there will no longer be craters blocking vehicles and whatnot during normal gameplay.
Restore flattens and returns to normal, pitted and combat craters from the landscape.
No craters in gameplay, no need to restore.
Not being able to reclaim does bother me though, that doesn't make much sense as thats usually where Farks shine.
I use farks almost specifically in that role, as fast reclaimers that can rush in grab some wrecks and then haul ass back to assist a building.
Caydr has in the changelog that Impulses are being pretty much removed from the game, which means there will no longer be craters blocking vehicles and whatnot during normal gameplay.
Restore flattens and returns to normal, pitted and combat craters from the landscape.
No craters in gameplay, no need to restore.
Not being able to reclaim does bother me though, that doesn't make much sense as thats usually where Farks shine.
I use farks almost specifically in that role, as fast reclaimers that can rush in grab some wrecks and then haul ass back to assist a building.
I see... I I was thinking farks would be used more for the role Cavedog intended - Fast Assist Repair Kbot. So instead of such powerful autorepair, you'd send a couple farks with your army. Should've mentioned I boosted their workertime a fair bit, so that should (I think?) make them repair a lot faster. Dunno if that's actually how it works though, there's a lot of confusion about what workertime actually boosts besides building speed.