Absolute Annihilation 2.11 - Page 173

Absolute Annihilation 2.11

All game release threads should be posted here

Moderator: Moderators

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

Post by Caydr »

I'm guessing the two new structures are replacing the Hyper radar?
I don't like simplistic escalation like that. L1 > L2 > L3, all doing the same thing... that's boring.

While they are detection units, their function has not been guessed yet :wink:
User avatar
Machiosabre
Posts: 1474
Joined: 25 Dec 2005, 22:56

Post by Machiosabre »

hmmmm.... maybe they're anti-jamming?
Andreask
Posts: 282
Joined: 16 Dec 2005, 21:08

Post by Andreask »

Maybe they have a huge detection radius, within which they detect enemy jammers and radars, for you to kill.
User avatar
Caydr
Omnidouche
Posts: 7179
Joined: 16 Oct 2004, 19:40

Post by Caydr »

bla
Last edited by Caydr on 01 Oct 2006, 21:29, edited 2 times in total.
User avatar
BigSteve
Posts: 911
Joined: 25 Sep 2005, 12:56

Post by BigSteve »

Minefield detection / clearance ? best I could come up with
User avatar
LordMatt
Posts: 3393
Joined: 15 May 2005, 04:26

Post by LordMatt »

Are those units in the latest beta?
Helix
Posts: 24
Joined: 25 Aug 2006, 23:54

Post by Helix »

just tested the forge variant, and the arm lvl1 forge doesn't have a buildmenu. only commands.
esteroth12
Posts: 501
Joined: 18 May 2006, 21:19

Post by esteroth12 »

rattle wrote:Yeah. When an enemy unit is in range it displays red pings where the enemy unit is SUPPOSED to be, so it's not a 100% accurate but you'll get the idea. It's a neat little feature which most certainly will draw your attention. Combine the seismic detector with a null weapon which plays a sound everytime it fires and you've got yourself an early warning system.
No wait. Weapons need LOS. Forget that. :P
no they dont! you could make it a VLaunch rocket with a null model and 0 damage
User avatar
Noruas
XTA Developer
Posts: 1269
Joined: 24 Feb 2005, 02:58

Post by Noruas »

I think Anti Air should target land units if they are turned off, and when they are on, they attack air.
User avatar
Foxomaniac
Posts: 691
Joined: 18 Jan 2006, 16:59

Post by Foxomaniac »

Caydr wrote:
Das Bruce wrote:
Neuralize wrote: Just like every other AA unit :P
They're all pretty ugly too. :P
I hear Core is looking for a fashion designer ever since the commander's skirt was voted off the island. You seem to be just the type, bruce, why not apply?
Oh snap, and I'm the one who's always been telling people "THE CORE COMM IS WEARING A KILT/SKIRT".

=P.
User avatar
Snipawolf
Posts: 4357
Joined: 12 Dec 2005, 01:49

Post by Snipawolf »

Noruas wrote:I think Anti Air should target land units if they are turned off, and when they are on, they attack air.
Shuddup! Stop Stealing the ideas from my mod! (Seriously, that is gunna be in my mod....)
User avatar
Caydr
Omnidouche
Posts: 7179
Joined: 16 Oct 2004, 19:40

Post by Caydr »

I'm going to make a variety of structures in 2.2 no longer flatten the ground beneath them. Here's the list I have so far:

Dragon's teeth/eyes, mines, extractors, geothermals, fort walls no
longer flatten the ground beneath themselves when built

The idea is to reduce the exploit of building DT on a hill to make it flat, then an LLT or whatever on the flattened ground. Also make it more difficult to detect where things like dragon eyes, or common targets like metal extractors have been placed.

Would anyone like to suggest other structures to have this change?
User avatar
Machiosabre
Posts: 1474
Joined: 25 Dec 2005, 22:56

Post by Machiosabre »

I saw a heavy mine(being built) deform ground today, 1st time I've seen it happen but it obviously shouldn't.
Last edited by Machiosabre on 01 Oct 2006, 22:21, edited 1 time in total.
User avatar
Caydr
Omnidouche
Posts: 7179
Joined: 16 Oct 2004, 19:40

Post by Caydr »

Helix wrote:just tested the forge variant, and the arm lvl1 forge doesn't have a buildmenu. only commands.
This appears to be something to do with the engine... I'll report it.
User avatar
Neddie
Community Lead
Posts: 9406
Joined: 10 Apr 2006, 05:05

Post by Neddie »

May I note that explosions should cause terrain deformation, as should, in my opinion, artillery. It's really stupid to have your mines go off leaving a damn scorch mark and nothing else.

Terrain deformation is not something to avoid in Spring, it is something to embrace! Just one change to the land can change the whole game, and with a mod like AA there are enough specialized units where it doesn't become a handicap!
User avatar
Caydr
Omnidouche
Posts: 7179
Joined: 16 Oct 2004, 19:40

Post by Caydr »

AA is based on OTA first, coolness and everything else comes second.

Having only the most powerful weapons leave craters gives them a real epic feeling... if every weapon has the power to deform the terrain, it becomes just another pretty thing. Rather than being a complement to gameplay, it is just same-old-same-old, not to mention exploitable.

A delicious cheeseburger is a treat for anyone. If you had to eat them every day for the rest of your life, eventually you'd grow to hate them through. Variety is the spice of life. I can go on all day with these meaningless expressions if you like :wink:

~~~

Ocrapocrapocrap. Looks like I've got some rushing to do... .73 is imminent. Got anything to say, do it NOW.
Last edited by Caydr on 01 Oct 2006, 22:52, edited 1 time in total.
esteroth12
Posts: 501
Joined: 18 May 2006, 21:19

Post by esteroth12 »

then at least give us a high ground-deform mine with no damage! we need our trench diggers! (or do they still deform on explosion?)
User avatar
Caydr
Omnidouche
Posts: 7179
Joined: 16 Oct 2004, 19:40

Post by Caydr »

That's the very exploit I was trying to fix. A moat is cool and all... but sucks for gameplay pretty much.
User avatar
Machiosabre
Posts: 1474
Joined: 25 Dec 2005, 22:56

Post by Machiosabre »

I meant heavy mines deform ground sometimes when you build them on a slope, not when they explode btw
User avatar
FireCrack
Posts: 676
Joined: 19 Jul 2005, 09:33

Post by FireCrack »

Caydr wrote: Having only the most powerful weapons leave craters gives them a real epic feeling... if every weapon has the power to deform the terrain, it becomes just another pretty thing. Rather than being a complement to gameplay, it is just same-old-same-old, not to mention exploitable.
In my book, the most powerfull weapons includes huge artillery guns...

Regardless, there's no reason that most weapons shouldnt deform terrain...
Locked

Return to “Game Releases”