Absolute Annihilation 2.23 - Page 32

Absolute Annihilation 2.23

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CautionToTheWind
Posts: 272
Joined: 30 May 2006, 17:06

Post by CautionToTheWind »

raneti wrote: i didn't notice sonar plane seeing any submarines so far
Regular (underwater structure) sonar doesn't see submarines either.
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EXit_W0und
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Joined: 22 Dec 2005, 01:33

Post by EXit_W0und »

Sonar stations seem to have the same sonar range as that of a subs weapon/sonar range. So when they see a sub they die soon after :S

Sonar stations don't even have good Los either so at the moment they are even more worthless than radar. Sonar planes seem to have a tiny sonar range also, needing them to fly directly overhead before seeing anything.
raneti
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Joined: 21 Sep 2006, 00:12

Post by raneti »

whats worse because of the ridiculous cost in E the rest of the mines uncloak when you don't need them to
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Caydr
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Post by Caydr »

They build near-instantly, so their entire energy cost is grabbed in the space of half a second.
CautionToTheWind wrote:
raneti wrote: i didn't notice sonar plane seeing any submarines so far
Regular (underwater structure) sonar doesn't see submarines either.
I have no idea why this would be. They should be able to spot subs without difficulty... I'll check their stats.
Lippy
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Joined: 16 Jul 2006, 00:24

Post by Lippy »

So Caydr when can are you thinking about a release?









(GODDAM SOON I HOPE!! :lol: )
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NOiZE
Balanced Annihilation Developer
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Joined: 28 Apr 2005, 19:29

Post by NOiZE »

raneti wrote:whats worse because of the ridiculous cost in E the rest of the mines uncloak when you don't need them to
get your E-managment under control.
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Drone_Fragger
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Joined: 04 Dec 2005, 15:49

Post by Drone_Fragger »

"OH SHITZORZ, I CAN'T RUN MAH 200 METAL MAKERS WHILE BUILDING MINES, MAH ECO IS RUINED, I DEMAND THEY BE NERFED"
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jackalope
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Joined: 18 Jun 2006, 22:43

Post by jackalope »

MR.D wrote: 1. make all weapons use Ballistics so they drop down into the object they're attacking instead of shooting straight at it.
Yes, I called for annihilator to be high trajectory several pages ago. also LLTs.
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Drone_Fragger
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Post by Drone_Fragger »

The annihilator is a beam weapon you fool. :D
Kixxe
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Joined: 14 May 2005, 10:02

Post by Kixxe »

Still a fact that mines are never used...

Make em uber cheap! Srsly, what's the worst that can happen? 1 missle from a minelay kills all your investments, esay peasy pie.

Like... 10 metal, 100 Energy for a light? and like... 200 metal for a medium?
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NOiZE
Balanced Annihilation Developer
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Post by NOiZE »

Perhaps make windgenerators being able to produce more then 30 E, would be fun for some weird maps :-) It's hardcoded in the FBI now..
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Machiosabre
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Joined: 25 Dec 2005, 22:56

Post by Machiosabre »

can you drop the lower output for twilights and exploiters by the way?
I don't think you should have to pay for them the entire time they're in use as well as pay a good deal more when you first build them.
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NOiZE
Balanced Annihilation Developer
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Post by NOiZE »

Machiosabre wrote:can you drop the lower output for twilights and exploiters by the way?
I don't think you should have to pay for them the entire time they're in use as well as pay a good deal more when you first build them.
+1
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BigSteve
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Joined: 25 Sep 2005, 12:56

Post by BigSteve »

I think mines are great at the moment caydr, the medium ones just need a little reduction in energy costs, Ive been using them a lot lately and been caught out by them a few times too^^
they can be very effective, Id leave them as they are, the metal costs seem spot on to me, but id decrease the e cost a teeny little bit for medium mines if atall, theyre pretty powerful, I had a game on darkside earlier and one almost took out 4 instigators ^^
Last edited by BigSteve on 18 Oct 2006, 23:03, edited 2 times in total.
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BigSteve
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Post by BigSteve »

Machiosabre wrote:can you drop the lower output for twilights and exploiters by the way?
I don't think you should have to pay for them the entire time they're in use as well as pay a good deal more when you first build them.
+2
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Caydr
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Post by Caydr »

Their metal output is only 5% lower, am I wrong? 5% in exchange for being built in hostile terrain and not immediately destroyed by a stray fart seems worth it.

Just got some new cooling hardware by courier, been working on installing it all for a while now... Going to post a beta without the last three planned changes (they're all minor and can't go wrong) in a few minutes.

New beta:

http://prdownloads.sourceforge.net/ta-a ... p?download

Items in bold haven't been done yet:
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
Gunships restored to 2.11 movement stats
Wind generator energy cost eliminated
Reverted Commander script to 2.11 version, d-gun should work again
Floating radars are no longer buildable on land
Core floating radar range ring size fixed
Changed repulsors so they can no longer receive commands
Reduced gantry metal costs, buildtimes, and workertimes
Added seperator between unit name and description
Increased repulsor energy use and effectiveness
L3 units now have custom nanolathing colors
Regular L3 mechs besides krogoth are now paralyzer-resistant
Nuke, EMP, Tacnuke launchers "should" no longer empty their entire
stockpile once given an attack order
Implemented improved weapon loudness system
Crawling bomb vs crawling bomb damage reduced
Reduced volume of Warning1 and Warning2
Mine, DT costs adjusted

Halberd fires properly now
Increase commander arm raising speed
Commander always leaves a wreck now


Total unit count is actually 366, there was an undeleted FBI file
that wrecked the count
Weapon definitions categorized into different files:
Cannons
Dummies
Flak
Lasers
Mines
Missiles*
Nukes
Paralyzers**
Rockets*
Units
Water
Weapons***

* Difference between "missiles" and "rockets" is that rockets are
either non-seeking, vertical-launching, slow-moving, or cannot
easily hit aircraft
** Any weapon with paralyzer=1 goes in this category, regardless of
its other properties
*** Basically, the "else" category. If something doesn't fit into
the others, it goes here.
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BigSteve
Posts: 911
Joined: 25 Sep 2005, 12:56

Post by BigSteve »

Are you gonna increase the merl and ip impulse, theyre still really puny at the moment :(

otherwise looks great ^^
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Caydr
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Post by Caydr »

I increased it again since the last beta.

I'm thinking of merl/dip/dom as precision assault units with pinpoint accuracy, useful for taking out heavily reinforced front lines from a safe distance and possibly even behind blocking terrain, while artillery is more of a general combat unit, useful to have with you since they can put out a lot of damage across a wide area, but against single targerts (an annihilator for instance), not accurate enough to be cost efficient compared with merl-type things.

Something I'm especially interested in is feedback about the sound system in this latest beta. In general, sounds are a lot quieter now, though there are some exceptions. I thought it was unrealistic to be able to hear an EMG at practically statospheric zoom level, you know? And you've have to zoom out super-far when there was a decent battle going on, since otherwise all sound would turn to static.

As much as sound enhances immersion and general game shinyness, it should also enhance gameplay.
Helix
Posts: 24
Joined: 25 Aug 2006, 23:54

Post by Helix »

shield don't seem to repel shots anymore :\
Elmokki
Posts: 23
Joined: 30 Jun 2006, 22:13

Post by Elmokki »

I have to agree, mines aren't bad at the moment. Pretty good payout for the price. Though one of the reasons for that is that many people don't really expect mines.

Only thing I might want to ask is a tiny radar jamming radius for the mine layer. At the moment radars won't spot a mine layer, but they will spot the mine while it's being built -> long range cannons -> *boom*. It limits it a lot.
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