Absolute Annihilation 2.11 - Page 159

Absolute Annihilation 2.11

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jackalope
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Joined: 18 Jun 2006, 22:43

Post by jackalope »

I have to say I was looking forward to the new lasers quite a bit, but upon seeing them I like the old ones better :(, the colors were more distinct without all the white. I don't really buy the lightsaber lasers.

Also, as far as I can tell the current status of Mavs is the same as 2.11, but their speed has been reduced to 1.65 from 1.8, I also think their regen should be toned down from 50 to 35 or 40 like BigSteve said.
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krogothe
AI Developer
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Post by krogothe »

Rudirogdt wrote:and from what you are saying... i guess you think there cant be any orcones used as a blocker on other maps... but here is the news for you: they can...

and i think on other maps that is even more needed because you cant spam orcones/kroghs as fast as on speedmetal....
noob
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Acidd_UK
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Post by Acidd_UK »

The viper rocket fps exploit need fixing, just had [XHC]RedDragon do it to me on XantheTerra. I thought more highly of you guys :-( ...
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MR.D
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Post by MR.D »

Orcones are way easier to kill than Krogoths, it wasn't even much of a great unit to begin with, alot of that is due to its shitty gauss arms instead of shotgun arms of doom like Krogoth has.

Arm does need something along the lines of a Krogoth, but Bantha in numbers with some small support units do just as well for less cost.

I mean ffs, when you can take down a krogoth with pewees, that makes my day.

I wonder if its ever been dared to use Fleas as traps for Krogoth, then bring in a few more powerfull units after being surrounded by itchy bastards? I know I've seen it done with AK + Pyros.
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jackalope
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Post by jackalope »

Acidd_UK wrote:The viper rocket fps exploit need fixing, just had [XHC]RedDragon do it to me on XantheTerra. I thought more highly of you guys :-( ...
apparently he's been doing it a lot recently, he did it in this replay:

http://www.unknown-files.net/replays/replay.php?id=25
esteroth12
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Post by esteroth12 »

i guess you could use fleas to surround it, then pummel it with VLaunch rockets/snipers/phatboyz... it would probably be easier to do with flashes instead of fleas, though... i wonder how many fleas it takes to kill a krog alone? /me goes off to expirament...

e5: OK, done now...

It takes...

About 15 Sumos to kill a krogoth, but the krog can retreat easily
About 23 Goliaths to kill a krogoth
About 275 Flashes to kill a krogoth
Last edited by esteroth12 on 18 Sep 2006, 04:11, edited 3 times in total.
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Caydr
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Post by Caydr »

espylaub wrote:Minelayers are great for camera spamming and quick reclaiming after a battle, they are small, fast, don't get stuck between buildings and are generally quite useful for vehicle players.

Pleeeease let them keep the cams!
They're keeping the cameras. I just meant I'm taking away their ability to do other things. They can still build, just not assist, etc. Same build list as before.

I'll make sure to find a way to eliminate the viper exploit.
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Snipawolf
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Post by Snipawolf »

Burnblow?

Or something, been awhile since I have played with your weapon settings :wink:
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Min3mat
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Post by Min3mat »

Minelayers have no deploy time which makes them great for quickly reclaiming fields of corpses. They also make for cheap assist swarms later in the game. Their con power isn't as good as a regular con veh, but that dosn't make them useless by any stretch.
they are absolute crap ffs
they are weak
they are expensive in e (very!)
extortionately high BT and m cost for such a useless unit
pants mines
poor buildpower


if you want porcage uber buildpower look at me i can spam 100 krogs in a minute then get nanotowers

if you want OMG i'm getting raided so much i want something vaguely durable you use the completely ridicolous con vech with uber HP

if you want to stop units...you dont use minelayers. mines are damned poor IMO

if you want to reclaim wrecks you use air cons, or something fast like a fark or something durable like a con vech

if you want to build something thats going to take a longtime you use something cheap and better as unload time isnt a issue t1 cons can be really useful for this (dont waste your T2 fac's time and not too expensive either)

If you want to build something that is going to take a short time you use nanotowers as i said before

there is NO use for them IMO

sorry for quoting you IMO but IMO what you said was a load of bullcrap.

gah i just don't understand how you think you can use mines!

I mean on a map with a LOT of chokepoints they can be of use i guess, but those maps aren't always that interesting and making the appropriate changes to your economy to support these mines is not worth it. He'll just swarm over your mines with the improved ec / extra units / w/e ... maybe just maybe on a map with a helluva lot of wind and chokepoints like that tournament map you could get them to work...actually that may just be a good idea! but in general they are utterly useless. AND a waste of unit cap! becomes a issue in the average 250 unit limit game (which is what AA is balanced for with its superweapons etc, so playing it at other limits shouldn't really be a issue IMO)
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FireCrack
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Post by FireCrack »

Prehaps mines should be made more powerfull.
esteroth12
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Post by esteroth12 »

Snipawolf wrote:Burnblow?

Or something, been awhile since I have played with your weapon settings :wink:
that would make them explode at end of range, so yeah, that would be a good idea...
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jackalope
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Post by jackalope »

I defintely think mines need a boost. As it is now - why build mines when you could build LLTS?
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Snipawolf
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Post by Snipawolf »

Min3mat wrote:
Minelayers have no deploy time which makes them great for quickly reclaiming fields of corpses. They also make for cheap assist swarms later in the game. Their con power isn't as good as a regular con veh, but that dosn't make them useless by any stretch.
A bunch of stuff about how mines and minelayers suck
Yeah, but think, Mines blow up, if you make a nice 3x3 square of them, they make a large hole, if most units can't climb through this hole, what happens? They go around, if you made a nice 30x3 rectangle, its a humongous trench..

Yeah, I use em as trenchers, and sometimes, mines are useful for killing that uber early peewee rush, lol
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FireCrack
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Post by FireCrack »

^I dont think you've been using the same mines I have...

Anyways, the mines definitley need to be modified, as is i see no reason for making the lighter mine of the two in the off chance I do use mines. Mines should get a good damage boot to be usefull
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MR.D
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Post by MR.D »

nuke mines were fun, R.I.P. Nuke mines.

Heavy mines are pretty general purpose, light mines while cheap are pretty pathetic even vs ak/pewee storm/rocko rushes(thuds seem to have a decent survival against light mines).

It takes about 3-4 direct hits with a heavy mine to kill 1 bulldog, anything lighter is pretty much smoked or a corpse if it hits.

With Nuke mines I was in bliss, those things were amazing for busting a swarm to hell, and did some impressive damage even to T3 units.

Nuke mines were pretty costly, mostly in build time, and even more so because they would barely ever leave wreckage and that hurts you more.
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Day
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Post by Day »

the light mines should gib t1 units
Kixxe
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Post by Kixxe »

Day wrote:the light mines should gib t1 units
YES!

And cost less. Rather do a big change that's TO big then a small one where we have to wait for the unit to be balanced.



Op units are fun :P
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MR.D
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Post by MR.D »

Maybe light mines could step up to a mid damage range between where the Light mine and heavy mine is.

Say light mine is 100 damage and heavy is 300 (purely hypothecital, I don't know exact damages), so you get 200 damage for the light mine.

Do this same thing with the heavy mine, but increase both in costs in that same manner, and I mean global resource costs.(cloak costs, metal, energy, buildtimes.)

Take the base costs and the next step up and divide the #'s in half or average the cost of those two units.

As long as the Podgers don't lose their anti Minefield missles, its all good.
Rudirogdt
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Post by Rudirogdt »

krogothe wrote:
Rudirogdt wrote:and from what you are saying... i guess you think there cant be any orcones used as a blocker on other maps... but here is the news for you: they can...

and i think on other maps that is even more needed because you cant spam orcones/kroghs as fast as on speedmetal....
noob

please not to much discussion you could get your brain blown...
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FireCrack
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Post by FireCrack »

MR.D wrote:Maybe light mines could step up to a mid damage range between where the Light mine and heavy mine is.

Say light mine is 100 damage and heavy is 300 (purely hypothecital, I don't know exact damages), so you get 200 damage for the light mine.

Do this same thing with the heavy mine, but increase both in costs in that same manner, and I mean global resource costs.(cloak costs, metal, energy, buildtimes.)

Take the base costs and the next step up and divide the #'s in half or average the cost of those two units.

As long as the Podgers don't lose their anti Minefield missles, its all good.
Wait, they still have their minefeild missile? I thaughtthat got taken away last version....
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