Absolute Annihilation 2.11 - Page 169

Absolute Annihilation 2.11

All game release threads should be posted here

Moderator: Moderators

User avatar
Cabbage
Posts: 1548
Joined: 12 Mar 2006, 22:34

Post by Cabbage »

Being able to shoot yourself in the foot is a good thing imo, for reasons min3 has already stated.. :P

Edit: And altalses dont need to fly lower really, they are already really effective as they are, lots of good players use them alot.
MrWynand
Posts: 3
Joined: 10 Sep 2006, 05:03

Post by MrWynand »

Caydr 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:

Code: Select all

2.2b2 --> 2.2 - "Buy a Wii or I'll Set You on Fire" Edition
 Implemented gradual reclaim and multi-reclaim
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?
User avatar
NOiZE
Balanced Annihilation Developer
Posts: 3984
Joined: 28 Apr 2005, 19:29

Post by NOiZE »

The Armfatboy groundflash is too big.


Uniticons are missing when you zoom out fully.

Nearly every vehicle can crush trees (tested with a flash and a jeffy)
Helix
Posts: 24
Joined: 25 Aug 2006, 23:54

Post by Helix »

the Sumo fires the last split second of the laser from the other cannon
el_matarife
Posts: 933
Joined: 27 Feb 2006, 02:04

Post by el_matarife »

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?
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.
User avatar
Dragon45
Posts: 2883
Joined: 16 Aug 2004, 04:36

Post by Dragon45 »

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?
If this was implemented correctly, then you have to pay the metal cost back before you can start rezzing.
User avatar
Snipawolf
Posts: 4357
Joined: 12 Dec 2005, 01:49

Post by Snipawolf »

Shouldn't it have a hidden health bar? Shouldn't this need to be full to rez?

What the hell am I doing posting stupid questions...
User avatar
LordMatt
Posts: 3393
Joined: 15 May 2005, 04:26

Post by LordMatt »

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.
User avatar
Caydr
Omnidouche
Posts: 7179
Joined: 16 Oct 2004, 19:40

Post by Caydr »

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.
User avatar
BigSteve
Posts: 911
Joined: 25 Sep 2005, 12:56

Post by BigSteve »

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.
User avatar
Cabbage
Posts: 1548
Joined: 12 Mar 2006, 22:34

Post by Cabbage »

+1
User avatar
Caydr
Omnidouche
Posts: 7179
Joined: 16 Oct 2004, 19:40

Post by Caydr »

Alright, fair enough. Sniper's now back to how it was.
j5mello
Posts: 1189
Joined: 26 Aug 2005, 05:40

Post by j5mello »

BigSteve wrote:They still fire through, and kill each other occasionally too.
The new FF tags might be able to deal with that problem.

Question about the bomber behaviour... how does the manual only affect Area Attacks? i doubt at all but it doesn't hurt to make sure
User avatar
Caydr
Omnidouche
Posts: 7179
Joined: 16 Oct 2004, 19:40

Post by Caydr »

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.
Last edited by Caydr on 28 Sep 2006, 23:43, edited 1 time in total.
User avatar
Acidd_UK
Posts: 963
Joined: 23 Apr 2006, 02:15

Post by Acidd_UK »

There were two exploits that are prevented: Partially reclaiming a corpse and then trying to rez it means you have to pay back the reclaimed resources BEFORE the rezzing begins. A similar exploit regarding chunk reclaiming is also prevented.
User avatar
BigSteve
Posts: 911
Joined: 25 Sep 2005, 12:56

Post by BigSteve »

panic over! stand down from code blue!
silly me, I should read before i post - deleted ^^
Last edited by BigSteve on 29 Sep 2006, 00:02, edited 3 times in total.
User avatar
Caydr
Omnidouche
Posts: 7179
Joined: 16 Oct 2004, 19:40

Post by Caydr »

Not nerfing, just reducing the visual part of the explosion.

~~~

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.
User avatar
Cabbage
Posts: 1548
Joined: 12 Mar 2006, 22:34

Post by Cabbage »

caydr 1, steve 0! :P
User avatar
LordMatt
Posts: 3393
Joined: 15 May 2005, 04:26

Post by LordMatt »

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.
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.
esteroth12
Posts: 501
Joined: 18 May 2006, 21:19

Post by esteroth12 »

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.
you could still tell the bombers to patrol...

afaik, when something is patrolling on roam, it should attack anything it gets LOS with, right?
Locked

Return to “Game Releases”