Absolute Annihilation 2.11 - Page 164

Absolute Annihilation 2.11

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Egarwaen
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Joined: 27 Feb 2006, 21:19

Post by Egarwaen »

MR.D wrote:Flashes get smoked by Gators, yes its true... but it seems mostly with the flash tanks slow reaction time and turret tracking ability than anything else.
Actually, the Flash is slightly faster, but the Gator has much more health, a slightly higher DPS, a much longer range, costs only a hair more, and builds faster.
Hellspawn
Posts: 392
Joined: 24 Feb 2006, 11:54

Post by Hellspawn »

Well on v2.2 they seem better balanced. Me and Isaac did 2 1v1 game on CC and they seemed pretty decently (would still take instis over flashes due their better defend ability though).
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Caydr
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Joined: 16 Oct 2004, 19:40

Post by Caydr »

2.2 doesn't exist yet, foo.

Going to try to get 2.2rc1 finished today. Still a wide variety of tweaking to be done.

Code: Select all

2.2b1 --> 2.2rc1 - "Buy a Wii or I'll set you on fire" Edition

 Fixed lingering Claw/Maw bugs
 FARKs can no longer reclaim or restore terrain
 Maverick weapon reverted, speed reduced to 1.65 (1.8)
 Fixed a missing texture bug
 Range ring for floating radars added
 Subs should no longer go underground
 Aircraft plant yardmap adjusted, units should no longer get stuck in
  them (thanks to TradeMark)
 Viper FPS exploit fixed
 New buildpic for dragons eyes to show their amphibious status
 Minelayers can no longer do anything but build, given short-range
  jamming, sight range reduced, speed/handling increased,
  build distance reduced
 Mine damage and costs adjusted
 Janus, Leveler weapon impulsefactor increased
 Adjusted some constructor/rezzer/spy energy/metal production
 Jeffy, Weasel, Flea energy cost reduced
 Hold Fire bug fixed
 Naval balance finalized
 Carrier speed/handling 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 by an
  opposing player
 Commando minimum cloaking distance increased
 Commander in (A) has proper resource stats
Also I've got Archangel on the case of the borked Commando walk script. If he can come up with a fix, that'll be done too.
danzel
Posts: 56
Joined: 30 Sep 2005, 01:49

Post by danzel »

Sounding good.

You might want to take a look into the EMP weapons, the emp missile and emp bomber both have huge force and send units flying. :shock:
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Cabbage
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Joined: 12 Mar 2006, 22:34

Post by Cabbage »

FARKs can no longer reclaim
:x :roll: :?:
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MR.D
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Joined: 06 Aug 2005, 13:15

Post by MR.D »

Cabbage wrote:
FARKs can no longer reclaim
:x :roll: :?:
agreed.. its silly.
Hellspawn
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Joined: 24 Feb 2006, 11:54

Post by Hellspawn »

Caydr wrote:2.2 doesn't exist yet, foo.
Well I obviously meant beta version.
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Ishach
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Joined: 02 May 2006, 06:44

Post by Ishach »

What kind of game would you have farks but not conplanes :?
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Min3mat
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Joined: 17 Nov 2004, 20:19

Post by Min3mat »

farks are brilliant for reclaiming. if you t2 rush you NEED it.
and air cons can become slightly less useful later on with mercuries etc
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NOiZE
Balanced Annihilation Developer
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Joined: 28 Apr 2005, 19:29

Post by NOiZE »

the huricane buildpic needs an update

it still shows the anti air turret
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Pxtl
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Joined: 23 Oct 2004, 01:43

Post by Pxtl »

Well, maybe Caydr is just trying to go by the actual _name_ of the unit? Fast Assist/Repair Kbot. On the other hand, he could jsut be playing with the new engine features for giggles.
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Cabbage
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Joined: 12 Mar 2006, 22:34

Post by Cabbage »

well then _perhaps_ con kbots and veachiles should obly be able to build stuff, seeings as they dont have reclaim in their name..?

stoping farks from reclaiming is a stupid idea tbh, along with removing it from mine layers. Just adds extra tedium having to mess about with this sort of rubbish.
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LordMatt
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Joined: 15 May 2005, 04:26

Post by LordMatt »

Cabbage wrote:Just adds extra tedium having to mess about with this sort of rubbish.
+1 Please don't do this.
[Gen]Pox-Poge
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Joined: 19 Sep 2006, 22:39

Post by [Gen]Pox-Poge »

In my opinion taking away the orcone was a good idea, it gives some variety to the game. But maybe make banthas a tad more powerful? This is quite a big change and needs SOME form of balance IMO... Banthas should be more powerful, or krogs less powerful.

Another thing, about the nanoturrets. Don't decrease their range, it would completely defeat the purpose of making them. It would also be nice if nanoturrets had the build ability to build more nanoturrets.

Lastly, I think a level 3 construction kbot might be a good idea. Something large, that would help get rid of the lag caused when people spam farks.

Just some ideas... BTW, I love the rotatable factories. :)
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Caydr
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Post by Caydr »

If you hate it so much, I'll remove it I guess.

Beta delayed a little, I'm working on a map instead. I think this one's going to be really, really good... I'lll post some information about it when I've got it ingame.
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FireCrack
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Joined: 19 Jul 2005, 09:33

Post by FireCrack »

^Remove what?
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Caydr
Omnidouche
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Joined: 16 Oct 2004, 19:40

Post by Caydr »

fark change.
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Neddie
Community Lead
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Joined: 10 Apr 2006, 05:05

Post by Neddie »

Thank you, Caydr.
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Cabbage
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Joined: 12 Mar 2006, 22:34

Post by Cabbage »

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

Post by MR.D »

Something along the lines of the Lee-gen (orwhatever its name was), the Heavy CORE scout with no guns, would be a great unit to use as a Super builder.

Concidering the heavy buildtimes of all the LVL2 and LVL3 units and buildings, making a super builder unit that can replace nanoblocks, or swarms of farks and other construction Assist units, would be a benefit to the performance of later games.

Without the need to create 50 assist units just to build something large, there would be alot of pathing/nanospray that gets reduced when using a single heavy assist builder.

There would have to be some negatives about such a unit, either being fragile, high cost in metal, slow, and undefended would be the normal.

Like I said before, anything that can reduce nanospray, and the need for 20 assist units crammed around each factory, is a benefit to the game.

You can only build as fast as you can make resources, so it remains fair in those terms.

Perhaps there could be other costs to using such a unit, such as effeciency of the build, Caydr had mentioned this earlier so its his idea, I'm just presenting it.

If its possible, this unit could actually spend more resources to build something than other construction units, based on metal because that is typically the limited resource in normal maps.

Say that building a unit that costs 400 metal under normal circumstances to finish, would cost 450 metal if build with the Superbuilder.

Things along that line, so you could make a last ditch army quickly, but at heavy costs.
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