Absolute Annihilation 2.23
Moderator: Moderators
Did he even change the nukes at all? IIRC all that was changed is that Spring now respects edgeeffectiveness which means even the outer edge of the blast still gets decent damage (OTA used like .3 for most of the stuff, with Spring the edges usually got less than 1% of the damage before this change). The nukes had pretty huge explosions in 2.11 as well, they just didn't behave correctly in Spring. I remember going "Holy Crap!" when I looked into the datafiles to read up on their blast radiuses. Core nukes have a blast rdius of 1920 in AA, 512 in OTA.
I hardly think the community will split apart, AA is pretty much a new game every release, that's what makes it AA - it never gets boring coz you have to adapt. Dunno bout you guys, but i'd get bored of the same old same old, some things need to be changed...I just wonder if this final release will be widely accepted, or if the community will fragment apart, as such a massive gap has grown between versions.
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- Posts: 272
- Joined: 30 May 2006, 17:06
I read in some other thread that this version of AA has "unpopular" features so that other mods will be more played. And indeed, it has the radar range joke, maybe there will be a few more. Did the no auto-heal "feature" got included too?
Did you make that change that makes AA unplayable in speed metal?
And then then the 80Mb download pack. The other mods would have been a childish, arrogant and imposing add on, But the maps are just insulting. There are mappers here with egos the size of galaxy superclusters and not even them had the idea of forcing maps down anyone's throat.
My point being, i don't think i've ever seen a project BEG so much for a fork as AA is right now. Pretty soon we'll be playing AA-fixed or whatever it will be called. Someone else do it, not me.
And Caydr, balance is only achieved with a light hand.
Did you make that change that makes AA unplayable in speed metal?
And then then the 80Mb download pack. The other mods would have been a childish, arrogant and imposing add on, But the maps are just insulting. There are mappers here with egos the size of galaxy superclusters and not even them had the idea of forcing maps down anyone's throat.
My point being, i don't think i've ever seen a project BEG so much for a fork as AA is right now. Pretty soon we'll be playing AA-fixed or whatever it will be called. Someone else do it, not me.
And Caydr, balance is only achieved with a light hand.
I sure hope so.CautionToTheWind wrote:I read in some other thread that this version of AA has "unpopular" features so that other mods will be more played. And indeed, it has the radar range joke, maybe there will be a few more. Did the no auto-heal "feature" got included too?
As for the new radar changes, it just forces you to build radars in the areas you want to watch for incoming enemies rather than in the middle of your base, not really a bad idea.
- Machiosabre
- Posts: 1474
- Joined: 25 Dec 2005, 22:56
it actually is a bad idea, the whole point of radar is being able to see movement far away without having actual visual, if it loses the range why wouldn't you just build a dragons eye a few steps in front of your lines? you have the range and the visual :-ZellSF wrote: I sure hope so.
As for the new radar changes, it just forces you to build radars in the areas you want to watch for incoming enemies rather than in the middle of your base, not really a bad idea.
Because then those crawling nukes things or a commander will really hurt you.Machiosabre wrote:it actually is a bad idea, the whole point of radar is being able to see movement far away without having actual visual, if it loses the range why wouldn't you just build a dragons eye a few steps in front of your lines? you have the range and the visual :-ZellSF wrote: I sure hope so.
As for the new radar changes, it just forces you to build radars in the areas you want to watch for incoming enemies rather than in the middle of your base, not really a bad idea.
And that doesn't really make it a bad idea, unless the radar range is about the same of the dragon eye.
Edit: and yes, I wouldn't mind if level 3 was completely removed :P
Problem is Riverdale pack doesn't work anymore. Unless its been repacked?MR.D wrote:4 maps,
19.5 mb | Altored_Arctic - Caydr's new 4 corners map in FFA style
9 mb/8.2 mb | RiverDale+Sparewood - 80% of spring players already have
7.5 mb | Nano_ArenaV2
And calm down Spiked, you're not doing anyone any favours.
Covered in the 2.2 thread. The Orcone and Bantha were redundant, the Krogtaar had few real uses, Caydr got fed up with constant bitching from people who didn't understand how absurdly overcosted and slow the "mobile" Berthas were and removed them because they never get built anyway.Bhaal wrote:all okay but why remove bertha ships ? why remove bertha tanks ? why orcone ? why krogtaar ? nano towers removed ?!?!
Nano Towers simply weren't efficient. Better to con-spam.
Legitimate, non-whiny complaints:
It seems the new explosions, while pretty, are far too short--to the degree that I will see two frames worth if I'm lucky. They're gone within a tiny fraction of a second. Most units simply seem to undergo a phase transition from solid to bouncing polygons or wreckage, which makes the game look more like an early beta product (not that it plays like one). It just seems like many of the small explosions need to last about four times as long so that I can actually see them. I'm not sure if this is an engine bug or just an unfortunate side-effect of wanting to reduce the number of simultaneous effects in a large battle, but I think it's a bit too extreme when I virtually never see these pretty new explosions.
Air repair pad still gets bounced around by units something ridiculous. While I know this arises from an engine bug, wasn't 2.2 supposed to include a decent workaround for this?
And lastly, I miss being able to get nice sonar coverage without having to build a seaplane platform; makes hunting down UW mexes involve construction of a whole factory I normally don't build. But I guess that's the intention--to make sure you have something in the water that subs can hit if you want a unit that can easily spot them.
The amount of people complaining about changes without even playing the mod is pretty sad.
It seems the new explosions, while pretty, are far too short--to the degree that I will see two frames worth if I'm lucky. They're gone within a tiny fraction of a second. Most units simply seem to undergo a phase transition from solid to bouncing polygons or wreckage, which makes the game look more like an early beta product (not that it plays like one). It just seems like many of the small explosions need to last about four times as long so that I can actually see them. I'm not sure if this is an engine bug or just an unfortunate side-effect of wanting to reduce the number of simultaneous effects in a large battle, but I think it's a bit too extreme when I virtually never see these pretty new explosions.
Air repair pad still gets bounced around by units something ridiculous. While I know this arises from an engine bug, wasn't 2.2 supposed to include a decent workaround for this?
And lastly, I miss being able to get nice sonar coverage without having to build a seaplane platform; makes hunting down UW mexes involve construction of a whole factory I normally don't build. But I guess that's the intention--to make sure you have something in the water that subs can hit if you want a unit that can easily spot them.
The amount of people complaining about changes without even playing the mod is pretty sad.
- Lolsquad_Steven
- Posts: 488
- Joined: 27 Jun 2006, 17:55
Tried the 'Commando' yet?Lippy wrote:Is it just me or are the emp impulses (e.g. from the arm emp bomber) ridiculous.... making gols fly over the entire map? I remember someone pointing this out during beta....
Also, are there no unit icons implement for the radar yet?
Other than than, great job Caydr!