Absolute Annihilation 2.23 - Page 54

Absolute Annihilation 2.23

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imbaczek
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Joined: 22 Aug 2006, 16:19

Post by imbaczek »

s/players/most players/. A minority of gamers has that something that enables them to not only identify a problem, but analyze it and come up with a good solution... But that's a small minority.
10053r
Posts: 297
Joined: 28 Feb 2005, 19:19

Post by 10053r »

Well, as a player, here's a problem. I play Spring not so often, and the relative values for different units in AA changes completely every time I play it. This is a problem, because playing 2 hours a week or so (all I can fit in with my job) I never get good enough to win, which is frustrating.

It would seem to me that this much tweaking happening with each version is indicative of a more fundamental balance being lacking. By now we should be focusing in on the most minor of tweaks. The balance should be practically perfect. Perhaps the system of special damages and various weapon classes is so complicated that it is impossible to balance? If that is so, then perhaps Cadyr could take a step back and take a systematic approach to game balance.

Or perhaps I just suck. But it is very frustrating to have something that was a valid strategy a month ago not work.
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MR.D
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Joined: 06 Aug 2005, 13:15

Post by MR.D »

This is just lame.

Watch the demo, there is nothing being used besides scouts.
And they do more damage, are better than light tanks, and cheaper..

FIX THIS CAYDR

http://mrd.str8-6.com/files/LAME-SCOUT-SPAM.zip
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Peekaboom
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Joined: 09 Mar 2006, 03:54

Post by Peekaboom »

Yes, everyone here is hyperactive in a way. A new version comes out, and something "new pops up" but we yammer for a change / neef / buff without exploring "responses" to what the newest bitch might be. Instead we go right to the next version with 10,000 other changes, nullifing any chance for a consistent long term look at the mod.



EDIT: NVM, I watched the replay :P

Here is my response:

1) You're playing a map that give a unit like weasels (i.e. a fast vehicle) a HUGE advantage because they can use their speed and rarely get bogged down. That's why they beat flashes, they were faster and could be controlled to take less damage and kill more.

The players using flashes should have switched to a tank that has more life (is slower) but has a longer range. Using some dragon's teeth the weasels can't push past the tanks (stumpy's raiderS), you've stopped their move and are aheady by producing tanks once the initial harass phase has passed.

People aren't complaing aobut fleas on tigher hilly maps, same situation.

HOWEVER, weasels do seem to take 2 hits to many to die from fire. Their damage is fine, speed, etc.... just make LLT's kill them in 1-2 hits instead of 3.
Last edited by Peekaboom on 10 Nov 2006, 05:23, edited 1 time in total.
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jackalope
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Post by jackalope »

MR.D wrote:This is just lame.

Watch the demo, there is nothing being used besides scouts.
And they do more damage, are better than light tanks, and cheaper..

FIX THIS CAYDR

http://mrd.str8-6.com/files/LAME-SCOUT-SPAM.zip
i maek wezel
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REVENGE
Posts: 2382
Joined: 24 Aug 2006, 06:13

Post by REVENGE »

Peekaboom wrote:Yes, everyone here is hyperactive in a way. A new version comes out, and something "new pops up" but we yammer for a change / neef / buff without exploring "responses" to what the newest bitch might be. Instead we go right to the next version with 10,000 other changes, nullifing any chance for a consistent long term look at the mod.



EDIT: NVM, I watched the replay :P

Here is my response:

1) You're playing a map that give a unit like weasels (i.e. a fast vehicle) a HUGE advantage because they can use their speed and rarely get bogged down. That's why they beat flashes, they were faster and could be controlled to take less damage and kill more.

The players using flashes should have switched to a tank that has more life (is slower) but has a longer range. Using some dragon's teeth the weasels can't push past the tanks (stumpy's raiderS), you've stopped their move and are aheady by producing tanks once the initial harass phase has passed.

People aren't complaing aobut fleas on tigher hilly maps, same situation.

HOWEVER, weasels do seem to take 2 hits to many to die from fire. Their damage is fine, speed, etc.... just make LLT's kill them in 1-2 hits instead of 3.
Yah, problem solved if Weasels die in 1 hit from llt. Otherwise, it has been proven that an entire solid line [as in 0 spacing] of llts cannot stop Weasel spam.
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TradeMark
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Joined: 17 Feb 2006, 15:58

Post by TradeMark »

AK
Health: 225
Metal cost: 34
Damage: 35
ReloadTime: 0.4
Range: 220

Jeffy
Health: 185
Metal cost: 29
ReloadTime: 0.715
Damage: 50
Range: 180

Weasel
Health: 145
Metal cost: 24
ReloadTime: 0.75
Damage: 50
Range: 180

Regarding to those stats, i could say AK is better.

AK rush is powerful, but they die real fast if there is many llts killing them. Good for killing just HLT:s, if someone was that stupid to not build llts :P
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NOiZE
Balanced Annihilation Developer
Posts: 3984
Joined: 28 Apr 2005, 19:29

Post by NOiZE »

TradeMark wrote:AK
Health: 225
Metal cost: 34
Damage: 35
ReloadTime: 0.4
Range: 220

Jeffy
Health: 185
Metal cost: 29
ReloadTime: 0.715
Damage: 50
Range: 180

Weasel
Health: 145
Metal cost: 24
ReloadTime: 0.75
Damage: 50
Range: 180

Regarding to those stats, i could say AK is better.

AK rush is powerful, but they die real fast if there is many llts killing them. Good for killing just HLT:s, if someone was that stupid to not build llts :P
Too bad that your stats are outdated!

Here are the 2.23 stats.

AK
Health: 210
Metal cost: 34
Damage: 34
ReloadTime: 0.4
Range: 220

Jeffy
Health: 185
Metal cost: 23
ReloadTime: 0.75
Damage: 50
Range: 175

Weasel
Health: 220
Metal cost: 24
ReloadTime: 0.75
Damage: 63
Range: 185
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Neddie
Community Lead
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Joined: 10 Apr 2006, 05:05

Post by Neddie »

I don't even play vehicles usually, and while supporting in a 5v5 I abused the scout vehicles effectively. The superior speed adds a lot that the pure combat statistics don't account for. Response time is astronomical, and when I can pop a Warrior with a dozen or fewer Jeffy scout vehicles...

Trademark, you of all people should know response time and speed of movement are as important as dps and reload.
Hellspawn
Posts: 392
Joined: 24 Feb 2006, 11:54

Post by Hellspawn »

Fix scout units ASAP plx. T_T

They are like flashes in 1.42
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NOiZE
Balanced Annihilation Developer
Posts: 3984
Joined: 28 Apr 2005, 19:29

Post by NOiZE »

Hellspawn wrote:Fix scout units ASAP plx. T_T

They are like flashes in 1.42
you liked 1.42

and we had 1.42 for MONTHS
Hellspawn
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Post by Hellspawn »

Tr00f. But I hate OP weasels :P
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Nixa
Posts: 350
Joined: 05 Oct 2006, 04:32

Post by Nixa »

oh cmon 1.42 were the glory days of spring :D
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NOiZE
Balanced Annihilation Developer
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Post by NOiZE »

Day wrote:/me votes for a radical caydr - like t1 remake
i'm not caydr, but here is my radical solution:

- Remove the weapons of scout units
- Make flash slower, make gater a bit faster
- Reduce flash/gater hp by 25 %


This way scouts can only be used to scout, raiders (flash/gater can only be used to raid (because they die rather quickly now). And you HAVE to use stumpies/raiders to assault.

Also return panther to 2.21 stats, THERE WAS NOTHING WRONG with it in the first place!
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Nixa
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Joined: 05 Oct 2006, 04:32

Post by Nixa »

*agrees with noize*

except on the fact of flash and gator speed, mayb to obtain a bit of difference, reduce flash damage slightly and keep the speed slightly faster than gators?

I dunno needs TESTING - the biggest phail in AA is lack of testing :( even tho it is trial and error but yeh, maybe a little testing :wink:

As for the weasels, ok let them keep the gun, but reduce hp to say.. 120 and make the weapon half what it is now? or something like that, just make sure they still stay mex/con killers :evil:
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Deathblane
Posts: 505
Joined: 01 Feb 2006, 01:22

Post by Deathblane »

Interesting. Aside from solving the current problem it would also kill the flea/jeffy/Weasel rush, and make heavier vehicles more useful.
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Ishach
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Joined: 02 May 2006, 06:44

Post by Ishach »

Scout vehicles were perfect how they were just revert them
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NOiZE
Balanced Annihilation Developer
Posts: 3984
Joined: 28 Apr 2005, 19:29

Post by NOiZE »

just revert everything to 2.21 ....

2.21 was better then 2.23, no?
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Maelstrom
Posts: 1950
Joined: 23 Jul 2005, 14:52

Post by Maelstrom »

Levelers OWN scout rushes, if you use radar and move them ahead of the swarm. Seriously, they OWN them. Try it out.
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1v0ry_k1ng
Posts: 4656
Joined: 10 Mar 2006, 10:24

Post by 1v0ry_k1ng »

Weasels and jeffys are an important part of OTA gameplay. the easiest thing to do would be to remove their ability to fire over eachother at llts etc and a mild reduction in dps (say 6-8) and an increased reload time, making them more hit and run and less powerful. I think gators/flashs are supposed to be the main arm of the fast tank force.. I think it would be better to just make stumpys/raiders more valid.. maybe a slight range increase?
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