Edit: And altalses dont need to fly lower really, they are already really effective as they are, lots of good players use them alot.
Absolute Annihilation 2.11
Moderator: Moderators
1. Build somethingCaydr wrote:Because units could be tricked into destroying themselves... for instance, llts and such... was stupid. For some reason it doesn't even work with all weapons.
Things I've changed already:
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2.2b2 --> 2.2 - "Buy a Wii or I'll Set You on Fire" Edition Implemented gradual reclaim and multi-reclaim
2. BLOWITUP
3. Start reclaiming wreck
4. Stop at some point and rez it
5. Go to 2
Is there a mechanism to protect against this?
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el_matarife
- Posts: 933
- Joined: 27 Feb 2006, 02:04
Yeah, several expoloits and stufff with reclaiming were fixed this patch. That particular concern was one of the main points adressed by the reclaim patch.MrWynand wrote: 1. Build something
2. BLOWITUP
3. Start reclaiming wreck
4. Stop at some point and rez it
5. Go to 2
Is there a mechanism to protect against this?
A quick test of the subs:
*Subs seem to disappear and reappear at random, even when you have los and sonar coverage of them. This can cause some pretty random outcomes to battles involving underwater units.
*Subs turn VERY slowly, this means that you can easily micro a destroyer around behind them a render them completely defenseless. I think they either need to turn a little faster, or have a greater cone in which they can fire their weapon.
*lvl 1 sonar range is extremely short (like one unit larger than the commander's. I think it should be a little bigger.
*Subs seem to disappear and reappear at random, even when you have los and sonar coverage of them. This can cause some pretty random outcomes to battles involving underwater units.
*Subs turn VERY slowly, this means that you can easily micro a destroyer around behind them a render them completely defenseless. I think they either need to turn a little faster, or have a greater cone in which they can fire their weapon.
*lvl 1 sonar range is extremely short (like one unit larger than the commander's. I think it should be a little bigger.
Can't do anything about the appear/disappear at random, probably engine.
Subs move a lot faster now, and I compensated for this by reducing their turnrate... I'll see if I can safely increase it a bit.
Part of the balance I'm going for with subs is to make them a speedy assassin sort of thing... like, they can only fire in front of them, they're fast moving, they have extremely high damage, and they are difficult to detect because of sonar ranges being so short.
So a clever player might torpedo bomb destroyers and then render an entire fleet vulnerable to the subs that have suddenly appeared out of nowhere.
Subs move a lot faster now, and I compensated for this by reducing their turnrate... I'll see if I can safely increase it a bit.
Part of the balance I'm going for with subs is to make them a speedy assassin sort of thing... like, they can only fire in front of them, they're fast moving, they have extremely high damage, and they are difficult to detect because of sonar ranges being so short.
So a clever player might torpedo bomb destroyers and then render an entire fleet vulnerable to the subs that have suddenly appeared out of nowhere.
Can you set snipers to toggle between manual and auto caydr?
Theyre already very micro heavy, having to manually target everything would get very frusrating especially if youre being attacked and are on the retreat, trying to organize your army and defenses.
The other option to stop the sniper taking shots you dont want is to simply set him to hold fire.
They still fire through, and kill each other occasionally too.
Theyre already very micro heavy, having to manually target everything would get very frusrating especially if youre being attacked and are on the retreat, trying to organize your army and defenses.
The other option to stop the sniper taking shots you dont want is to simply set him to hold fire.
They still fire through, and kill each other occasionally too.
Also, reduced fatboy weapon explosion size. It IS an incredibly large AoE weapon though, I can't reduce it very much.
Going to try out the sniper on collidefriendly=0, we'll see how this plays out.
Small tanks can no longer knock over trees.
Going to try out the sniper on collidefriendly=0, we'll see how this plays out.
Small tanks can no longer knock over trees.
Last edited by Caydr on 28 Sep 2006, 23:43, edited 1 time in total.
Not nerfing, just reducing the visual part of the explosion.
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Also, adjusted sumo weapon so its beamtime is shorter and it should all come from one gun, not the ending 5% from the second gun.
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Also, adjusted sumo weapon so its beamtime is shorter and it should all come from one gun, not the ending 5% from the second gun.
Last edited by Caydr on 29 Sep 2006, 00:06, edited 1 time in total.
Okay, another solution would be to increase subs torpedo velocity a bit so they are a little more effective against moving targets, especially at the edge of their range, or make them semi-guided. The problem is that you can easily micro a destroyer so that the sub does no damage to it at all, even with its superior range and once you manuver the destroyer behind the sub, its dead. Also, apparently even when the sub itself isn't visible, the wake bubbles are (maybe this is also an engine issue). I can't quite yet see subs being used in a game between skilled players because of the above weaknesses.Caydr wrote:Can't do anything about the appear/disappear at random, probably engine.
Subs move a lot faster now, and I compensated for this by reducing their turnrate... I'll see if I can safely increase it a bit.
Part of the balance I'm going for with subs is to make them a speedy assassin sort of thing... like, they can only fire in front of them, they're fast moving, they have extremely high damage, and they are difficult to detect because of sonar ranges being so short.
So a clever player might torpedo bomb destroyers and then render an entire fleet vulnerable to the subs that have suddenly appeared out of nowhere.
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esteroth12
- Posts: 501
- Joined: 18 May 2006, 21:19
you could still tell the bombers to patrol...Egarwaen wrote:Just wondering, as this means that you can't use the left-overs of a swarm of bombers for a general "terror campaign".Still, I suppose being guaranteed to blow up the target they're given is better.
afaik, when something is patrolling on roam, it should attack anything it gets LOS with, right?
