I think this is my very first post on here.
In the game, I am known as [Superior]Zirjin
I have been working on a new variant of Absolute Annihilation recently, the N variant.
It's goal is to be an experimental variant to balance the naval battles.
First off, my design goals in it. The destroyer and scout are pretty much fine as they are. The destroyer is a good base pounder for attacking sea structures and bombarding the land.
However, the corvette and subs are very rarely used. I plan to give those a strong role.
Submarines, they pack quite a punch now but have a long reload and low health points. They are very good at attrition as a result.
Corvettes, they are a lot faster. Their role is to be an intercepter ship that can rapidly respond to incoming threats. They either intercept destroyer fleets or they help guard them.
- Reverted commander scripts to 2.11
- Arm radar - NV: Radar 1700 Sight 800 AA: Radar 1375 Sight 720
- Core radar - NV: Radar 1530 Sight 720 AA: Radar 1345 Sight 680
- Sub torpedos turn rate increased by 5% NV: 8400 AA: 8000
- Sub torp acceleration increased by 25% NV: 20 AA: 15
- Sub torpedos damage rebalanced. Same damage per second. NV: Dmg: 900 Reload 3.75 AA: Dmg: 600 Reload 2.5
- Sub torpedos damage towards commanders reduced to 600. (5 hits to kill a commmander instead of 4).
- Core sub acceleration increased NV: 0.05 AA: 0.03
- Core sub top speed increased NV: 3 AA: 2.7
- Core Corvette top speed increased NV: 4 AA: 3.05
- Core radar - NV: Radar 1530 Sight 720 AA: Radar 1345 Sight 680
- Core Torp launcher damage increased against corvettes NV: 350 AA: 280
- Core Corvette cost increased NV: 2500 AA: 1912
- Core destroyer loses 5% turnspeed NV: 459 AA: 483
- Core destroyer loses 12.5% acceleration NV: 0.08 AA: 0.09
- Shipyard energy cost increased 33% NV: 1000 AA: 750
However, note that the old 2.11 bug is back again in which if the commander is attacked and not set to hold fire, he will stop building whatever he is building.
I plan to look at the script for him later to try and solve it.
The second change is to the radar ranges. In the past few versions of AA, L1 radar has been nerfed very heavily. I agree with the nerfing on the old range because a level 1 radar could see an insane amount of terrain. However, the new range made it almost useless. This gives it back a portion of its old range without it being overpowered.
Things I plan to look at and investigate in the near future
- Transport ships too slow?
- Sonar building ranges
- How subs behave if a good player focus fires them, too powerful perhaps?
- Ships vs Hovers balance.
I have to check to make sure that corvettes don't completely neutralise their ability to sneak around fleets and the map.
I can't post the link because my account is still new. But if someone else would like to, I will PM the download URL to them so they can post.
Anyway, comments are welcome on these changes. :)