Absolute Annihilation 2.11 - Page 157

Absolute Annihilation 2.11

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Machiosabre
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Post by Machiosabre »

how does uncloaking a comm hurt anything? :o
el_matarife
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Post by el_matarife »

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.
Kixxe
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Post by Kixxe »

Machiosabre wrote:how does uncloaking a comm hurt anything? :o
Commando. And the same way as the Airtransports, AOE.

AOE hurts LLT's more then it does to the commando, so their basicly shooting themself in the foot. And the commandos foot, but that's beside the point. :P
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Pxtl
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Post by Pxtl »

LordMatt wrote: 2. Mavs aren't mavs anymore with the new weapon :( One 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).
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.
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TradeMark
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Post by TradeMark »

Caydr wrote:Radar tower detection ranges reduced
WTF? I thought level1 radar range was too short already o_O
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BigSteve
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Post by BigSteve »

Mavs were fine before, the weapon was great and the damage bang on.
All they needed was a small reduction in speed so level 1 could actually keep pace with it, and a small reduction to autoheal, like 35-40 instead of 50 per tick
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Caydr
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Post by Caydr »

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.
3 air transports can kill a HLLT
What's all this about?

~~~

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.
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KDR_11k
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Post by KDR_11k »

I'd say do that and add a version of it that's underwater but not stealth.
j5mello
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Post by j5mello »

had the same prob for the amphib units in E&E. Fang fixed it by giving them a tiny jamming radius so that way they still don't show up on radar but if something brushes past they will show up.
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Caydr
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Post by Caydr »

Yeah, already done.
Kixxe
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Post by Kixxe »

Caydr wrote:
3 air transports can kill a HLLT
What's all this about?

The AOE of defences make it possible to kill them with airtransports, for whatever reason you would want that. This is imporved now that their more mobile.

This may be because their new fligth heigth. They fly TROUGTH HLT's, FYI.
Rudirogdt
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Post by Rudirogdt »

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.
krogothe wrote:IMO give nanos:
- 3x costs
- 2x buildtime
- 3x hp
- 5x buildpower
- 0.5x range
- 1.5x size increase
Anyone agree with this? I'm willing to make the change.

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...
KlavoHunter
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Post by KlavoHunter »

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...
We are not balancing AA to cater to Speedmetal players. Get it through your thick skull.
esteroth12
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Post by esteroth12 »

um, no

the game should never depend completely on the t3. ever. you should rarely see it.

Snipers (+Fido screen) > Krog

to utterly detroy a krog, cover it with a bantha or 2 and use snipers to destroy it...
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Caydr
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Post by Caydr »

Fixed the transport-killing-turrets thing, reverted mav, applied balance to subs...

I'll just post it.
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
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.

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.

~~~

More testing, still no missing texture.
KlavoHunter
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Post by KlavoHunter »

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.
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Neddie
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Post by Neddie »

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.
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LordMatt
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Post by LordMatt »

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.
LOL! :shock:

Also, I'm against the fark reclaim nerf as well.
Caydr wrote:2.2b1 --> 2.2 - "Buy a Wii or I'll set you on fire" Edition
Would you put up an updated test version?
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MR.D
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Post by MR.D »

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.
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Caydr
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Post by Caydr »

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.
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