Absolute Annihilation 2.23 - Page 24

Absolute Annihilation 2.23

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oldsergey
Posts: 14
Joined: 31 May 2006, 15:33

Post by oldsergey »

LEAVE 68 METAL AS PRICE for metal makers.

Otherwis i will use them as mines! 0 metal for mine! with high range and good damage.

Just build a chain of them, turn them off (or better give them metal I) and enjoy the results enemy spends time killing these not needed structure that means are not focused on my defencive structures, and also if they come closer - these metal makers - kill them!
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Comp1337
Posts: 2434
Joined: 12 Oct 2005, 17:32

Post by Comp1337 »

oldsergey wrote:LEAVE 68 METAL AS PRICE for metal makers.

Otherwis i will use them as mines! 0 metal for mine! with high range and good damage.

Just build a chain of them, turn them off (or better give them metal I) and enjoy the results enemy spends time killing these not needed structure that means are not focused on my defencive structures, and also if they come closer - these metal makers - kill them!
No comment.
Hellspawn
Posts: 392
Joined: 24 Feb 2006, 11:54

Post by Hellspawn »

That would be good plan if mines wouldnt be cheaper.
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Ishach
Posts: 1670
Joined: 02 May 2006, 06:44

Post by Ishach »

Isnt a heavy mine only like 20 metal?
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NOiZE
Balanced Annihilation Developer
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Joined: 28 Apr 2005, 19:29

Post by NOiZE »

i think metalmakers would hurt yourself more quickly then they would hurt the enemy :)
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Machiosabre
Posts: 1474
Joined: 25 Dec 2005, 22:56

Post by Machiosabre »

oldsergey wrote:LEAVE 68 METAL AS PRICE for metal makers.

Otherwis i will use them as mines! 0 metal for mine! with high range and good damage.

Just build a chain of them, turn them off (or better give them metal I) and enjoy the results enemy spends time killing these not needed structure that means are not focused on my defencive structures, and also if they come closer - these metal makers - kill them!
yeah. good luck with that :roll:
Helix
Posts: 24
Joined: 25 Aug 2006, 23:54

Post by Helix »

just watched a replay... the merl missile seems to "fall" just before hitting the ground, like the krogoth missile when "runs out of fuel" ( don't know how they work exactly ). the replay is this

http://www.unknown-files.net/replays/replay.php?id=61

after eighteen minutes, in the south near the west luger
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krogothe
AI Developer
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Joined: 14 Nov 2005, 17:07

Post by krogothe »

oldsergey wrote:LEAVE 68 METAL AS PRICE for metal makers.

Otherwis i will use them as mines! 0 metal for mine! with high range and good damage.

Just build a chain of them, turn them off (or better give them metal I) and enjoy the results enemy spends time killing these not needed structure that means are not focused on my defencive structures, and also if they come closer - these metal makers - kill them!
Idiot...
Drama + noob = lose.
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Caydr
Omnidouche
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Joined: 16 Oct 2004, 19:40

Post by Caydr »

Yeah yeah, give the radar range thing a rest, I changed it long before you started complaining about it. Once a point has been made, leave it at that. Then when you see the changelog or beta version, see if the stuff you wanted is there, or is not how you wanted it, THEN complain and tell me why it's wrong. Beating something into the ground like this is just a waste of bandwidth.
imbaczek
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Joined: 22 Aug 2006, 16:19

Post by imbaczek »

Just post changelogs more often ^^
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Foxomaniac
Posts: 691
Joined: 18 Jan 2006, 16:59

Post by Foxomaniac »

I've setup a modweb (technical unit guide) for AA 2.21.

Here you go

Enjoy.

Special thanks :

Maelstrom : For making modweb gen and helping me with some stuff.
Caydr : for being a lazy hOr when it comes to updating the technical guide and for making AA.
Quantum : for asking where can we view unit stats convienently.

A big fat F you :( :

Maelstrom : For poor documentation of modweb generator + bloated DL size (someone forgot SWS images in output folder *cough*) and for telling me unitpics need to be in JPEG when they actually needed to be bmps.

:D.

If you have a quarrel with the look of the modweb or something, tell me via PM or this thread.
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Ishach
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Joined: 02 May 2006, 06:44

Post by Ishach »

Caydr wrote:Yeah yeah, give the radar range thing a rest, I changed it long before you started complaining about it. Once a point has been made, leave it at that. Then when you see the changelog or beta version, see if the stuff you wanted is there, or is not how you wanted it, THEN complain and tell me why it's wrong. Beating something into the ground like this is just a waste of bandwidth.
Are you planning on any balancing changes to T1 sea, and/or looked at Zirjin's sea changelog?
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Drone_Fragger
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Joined: 04 Dec 2005, 15:49

Post by Drone_Fragger »

wolverines and Shellshockers can't hit things on hills. They fall short.
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Drone_Fragger
Posts: 1341
Joined: 04 Dec 2005, 15:49

Post by Drone_Fragger »

wolverines and Shellshockers can't hit things on hills. They fall short.
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NOiZE
Balanced Annihilation Developer
Posts: 3984
Joined: 28 Apr 2005, 19:29

Post by NOiZE »

Caydr wrote:Yeah yeah, give the radar range thing a rest, I changed it long before you started complaining about it. Once a point has been made, leave it at that. Then when you see the changelog or beta version, see if the stuff you wanted is there, or is not how you wanted it, THEN complain and tell me why it's wrong. Beating something into the ground like this is just a waste of bandwidth.
Meh, such things sometimes get lost in the LOOOONGGGG changelogs and some of us only notice it after a couple of games, and the betas don't really do this. IMO the range is fine btw, but the costs isn't!!!
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Caydr
Omnidouche
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Joined: 16 Oct 2004, 19:40

Post by Caydr »

Ok, changelog:
Fixed Manticore buildpic
Reduced anti-air kbot HP by 200 (arm), 250 (core)
Annihilator health bar fixed, properly this time
Core HLT is now as tall as arm HLT
Annihilator turret height increased
Stumpy/Raider shot velocity increased by 20
Gremlin, Stumpy, Sharpshooter, Skuttle seismic ping size fixed
Commando weapon AoE halved
Goliath health increased by 500, weapon AoE increased to 256 (192)
Added the new units to armor table
Boosted bantha, penetrator BLoD strength
Increased penetrator range, decreased sharpshooter range
Juggernaut restore_after_delay script adjusted, adding its new
turrets
All units now have a small seismic signature, spies and other
stealthy/cloakable units have a larger one
Adjusted sonar and sight distances for torpedo launchers and L1
sonar stations
Flash, Peewee reload time reduced to 0.3 (0.31)
Zipper reload time increased to 1.5 (1.1), damage per shot
increased to 15 (10), shots per burst increased to 6 (5)
Flash speed increased slightly, instigator speed reduced slightly
Peewee speed, HP increased, AK speed increased slightly, HP
decreased slightly
Flash, instigator HP reduced by 20, energy cost increased by 100
Penetrator speed reduced by 0.118, HP boosted by 500
Sniper speed increased by 0.04, metal cost reduced by 40, energy
cost reduced by 3000, HP reduced by 120
Sniper firing bug fixed
Halberd energy cost decreased
Hovercraft movement speed globally increased by 10%
Fatboy metal cost decreased by 700, AoE increased to 256 (240)
Liche reload time increased to 20 (8)
Fighter damage generally rebalanced
Fixed impulse on anti-air missiles
Bombs (...from a bomber) now have 0.5 impulse (0.123)
Banisher, Fatboy impulse set to 0.6 (0.123)
Archangel, Manticore missile firepower reduced by about 20%
Leveler impulsefactor increased to 0.9 (0.5)
Janus turnrate increased, rockets set to fire with an arc and
have limited tracking now, AoE increased to 128 (96)
Fixed krogoth primary weapon typo and some corpse values
(thanks to TradeMark)
Removed unit "arrived" sounds (irritating!)
Increase standard impulse of 0.123 to 0.256
Unit and structure explosions now have higher impulse
Depth charge accuracy and tracking reduced
L1 & L2 sub reload time and damage doubled (same DPS)
Serpent HP increased 900, range reduced by 55
Leviathan HP decreased by 500, reloadtime increased by 50%,
damage increased by 60%, range increased by 10
Sub detection stats are now:
Sight = weapon range
Sonar = weapon range +10%
Boosted sonar station sight/sonar range
Torpedo bombers can no longer target anything that's not a water
unit/structure and have sonar equal to their sight range
Mines no longer flatten the ground they're built on, but now have
a lower slope tolerance
Weasel HP increased 50%, weapon damage increased 25%, maximum
speed reduced 10%, turnrate reduced 100
Jeffy maximum speed increased 10%, turnrate increased 10%
Jeffy/Weasel acceleration/brake doubled
Corvette maximum speed increased 20%, turn rate increased 5%
Destroyer turn rate decreased 5%, energy cost increased 1000
Some credit for water-related changes this version goes to Zirjin
Thanks to, eh, let's say... "Quantum Tunneling"... LRPC and RFLRPC
shots can now go through friendly units
Poison Arrow renamed Kraken, since Poison Arrow is a retarded name
Triton, Kraken movementclass fixed, sight range increased
Metal maker, radar tower metal cost halved
Merl, Diplomat rocket reload time reduced by 4, missiles should no
longer "run out of fuel" before impact
Reduced Tremor's damage per hit to 170 (190), increased impulse
significantly
Reverted Commander script to pre-2.2
Halberd fires properly now (thanks to Archangel)
Implemented improved weapon sound system
~~~
updated

~~~~

updated again
Last edited by Caydr on 14 Oct 2006, 18:43, edited 2 times in total.
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Ishach
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Post by Ishach »

That is a nice changelog =D
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Caydr
Omnidouche
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Joined: 16 Oct 2004, 19:40

Post by Caydr »

Everything's done but the halberd script fix and the sound system modification. The script fix should be simple, but the sound system will require a lot of tweaking, which is why this can't be posted until friday.

The water changes I've made are one more step in the right direction, but probably won't fix the balance completely.
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Cabbage
Posts: 1548
Joined: 12 Mar 2006, 22:34

Post by Cabbage »

Most of the stuff there looks pretty good, only a few minor thinbgs im worried about really..

Looks good :D
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BigSteve
Posts: 911
Joined: 25 Sep 2005, 12:56

Post by BigSteve »

I think you should give gunships their stats back from the previous version, we have buffed l2 fighters, l2 aa bots, increased range for mobile and stationary flakk and mercurys which all but put an end to gunships usefulness. :(

Otherwise looks good I reckon
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