Absolute Annihilation 2.23
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Aye sounds good caydr, I didnt mean increase the impulse alot, just a tincy bit as at the moment, a missile will land in the centre of a clump of rockos and none of them move, it just looks a bit strange is all, its more aesthetic than anything else really, I like the damage the merl does, perfect for porc busting ^^
sounds are much better now, especially the unit reply sounds being off, ahhhh now I can spam farks for mex upgrading in peace. ^^
I can leave my sounds on a again. weeew!
sounds are much better now, especially the unit reply sounds being off, ahhhh now I can spam farks for mex upgrading in peace. ^^
I can leave my sounds on a again. weeew!
Seaplane swarmers are insane, at least I had that feeling in my last game. I had 5 lvl2 Flak ships, 3 lvl1 missile towers and 4 sea Flakkers and a bunch of about 30-40 swarmers just romped through my base, took aaaages to kill and destroyed a whole lot.
I would somehow expect a plane that costs, what, 68 metal or something of that magitude to be a lot less resistant to flak fire. They seem to take about 3 hits each before dying. And the flak ship's missiles regularly miss them, too.
I'll watch the replay tomorrow and do a more thorough analysis, but they seem seriously op right now. But I might be wrong, it is rather late and I'm really tired.
I would somehow expect a plane that costs, what, 68 metal or something of that magitude to be a lot less resistant to flak fire. They seem to take about 3 hits each before dying. And the flak ship's missiles regularly miss them, too.
I'll watch the replay tomorrow and do a more thorough analysis, but they seem seriously op right now. But I might be wrong, it is rather late and I'm really tired.
- Deathblane
- Posts: 505
- Joined: 01 Feb 2006, 01:22
Advanced radars cost now:
520 Metal
18000 Energy
HP: 330
range:2700
When these are halved:
260 Metal
9000 Energy
range: 2700
Hp: 330
This can still be Jammed by an advanced jammer:
124 Metal
1800 Energy
Range: 700
HP: 800
OK now you can say but the rang on the jammer is shifft, but all the range on the jammer is used way more effectively then the range on the radar, as in most cases the advanced radar will use up @ leasy 50% of his own base which is not THAT usefull.
Also Advanced radars have only 330 HP which is about a PeeWee(HP:300).
So IMO the advanced radar tower needs a buff, maybe even less cost or more hp or something!
520 Metal
18000 Energy
HP: 330
range:2700
When these are halved:
260 Metal
9000 Energy
range: 2700
Hp: 330
This can still be Jammed by an advanced jammer:
124 Metal
1800 Energy
Range: 700
HP: 800
OK now you can say but the rang on the jammer is shifft, but all the range on the jammer is used way more effectively then the range on the radar, as in most cases the advanced radar will use up @ leasy 50% of his own base which is not THAT usefull.
Also Advanced radars have only 330 HP which is about a PeeWee(HP:300).
So IMO the advanced radar tower needs a buff, maybe even less cost or more hp or something!
Hmm, but why are they so ridiculously cheap then?neddiedrow wrote:I see them as 2.5, and really, the inefficent L3 k-bots are not something I really think belong in a well-designed game. It's like inflating L1, as I've said before... when really you should take the specialization and efficency of L2 one more step.
espylaub wrote:Hmm, but why are they so ridiculously cheap then?neddiedrow wrote:I see them as 2.5, and really, the inefficent L3 k-bots are not something I really think belong in a well-designed game. It's like inflating L1, as I've said before... when really you should take the specialization and efficency of L2 one more step.
iirc most seaplanes arent actually as good as their T2 counterparts, but they are quicker to build and cheaper for a little less combat stats.
I may be wrong here it was a while since i used them/tested them
- Machiosabre
- Posts: 1474
- Joined: 25 Dec 2005, 22:56
It's just annoying that you can't safely use them at your front or in strategical places in your base safely without missing out on metal, which is wrong imo since you're already paying a steep price when 1st building them.Caydr wrote: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.
The hostile terrain thing is really only a bonus when you are able to build twilights far ahead of you, but that doesn't happen very often with a competent enemy.
It's true of exploiters as well though. You can build those anywhere and they're a lot more difficult to kill than an ordinary metal extractor.
Level 1 fighters are cheap but effective as long as there's no anti-air of any kind.
Level 2 fighters are expensive but are a total superiority fighter. Two of these are equal to five L1 fighters. They can turn on a dime and are the pinnacle of anti-air.
Seaplanes... well they're like tie fighters or something. Cheap, no hitpoints to speak of, but heavily armed and very maneuverable. They have the costs and hit points of a L1 fighter, but with the firepower and maneuverability of a L2 fighter. But they're also at the end of a long, expensive tech tree.
Level 1 fighters are cheap but effective as long as there's no anti-air of any kind.
Level 2 fighters are expensive but are a total superiority fighter. Two of these are equal to five L1 fighters. They can turn on a dime and are the pinnacle of anti-air.
Seaplanes... well they're like tie fighters or something. Cheap, no hitpoints to speak of, but heavily armed and very maneuverable. They have the costs and hit points of a L1 fighter, but with the firepower and maneuverability of a L2 fighter. But they're also at the end of a long, expensive tech tree.
Last edited by Caydr on 19 Oct 2006, 15:49, edited 1 time in total.
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- Posts: 933
- Joined: 27 Feb 2006, 02:04