Supreme Annihilation V1.0 - Page 4

Supreme Annihilation V1.0

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Machiosabre
Posts: 1474
Joined: 25 Dec 2005, 22:56

Re: Supreme Annihilation V1.0

Post by Machiosabre »

man who else wanted to write a serious response to any of othersizes posts and and realized he's just a jerk?
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MR.D
Posts: 1527
Joined: 06 Aug 2005, 13:15

Re: Supreme Annihilation V1.0

Post by MR.D »

*bug*

Decoy commanders, if killed, are ending COM Ends games.
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Day
Posts: 797
Joined: 28 Mar 2006, 17:16

Re: Supreme Annihilation V1.0

Post by Day »

I cant seem to reproduce that bug.
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Otherside
Posts: 2296
Joined: 21 Feb 2006, 14:09

Re: Supreme Annihilation V1.0

Post by Otherside »

lol machio if im a jerk lol i dread to think wat u r

on a ontopic note..

wat math equation did u use..

i wasted my time watching a game with tired playing

apart from the continuous one unit spam from every lab

Arm tier 2 vehicle = bulldog spam
Core tier 2 kbot = morty spam (all tired was doing)
Arm tier 2 kbot = sniper spam

the balance seems quite crap

and the gameplay is boring and not dynamic at all

also alot of the LUA seems outdated :p
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kiki
Posts: 859
Joined: 05 Nov 2007, 03:06

Re: Supreme Annihilation V1.0

Post by kiki »

decoy commanders give me ultimate lulz. Its fun to dgun your allies' bases.


What if I made a lua widget that made every mod seem like it was made 10 years from now?
BaNa
Posts: 1562
Joined: 09 Sep 2007, 21:05

Re: Supreme Annihilation V1.0

Post by BaNa »

MR.D wrote:*bug*

Decoy commanders, if killed, are ending COM Ends games.

We had a game where we honestly have no idea how a com blew up, but it wasnt even the decoy com dieing, it was probably the damage from a nuke bleeding across map borders :/
Machiosabre wrote:man who else wanted to write a serious response to any of othersizes posts and and realized he's just a jerk?
This board has a wonderful ignore function. I suggest you use it.
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Machiosabre
Posts: 1474
Joined: 25 Dec 2005, 22:56

Re: Supreme Annihilation V1.0

Post by Machiosabre »

Otherside wrote:lol machio if im a jerk lol i dread to think wat u r

on a ontopic note..

wat math equation did u use..

i wasted my time watching a game with tired playing

apart from the continuous one unit spam from every lab

Arm tier 2 vehicle = bulldog spam
Core tier 2 kbot = morty spam (all tired was doing)
Arm tier 2 kbot = sniper spam

the balance seems quite crap

and the gameplay is boring and not dynamic at all

also alot of the LUA seems outdated :p
wat u r wat u r wat u r wat u r wat u r wat u r wat u r wat u r wat u r wat u r wat u r wat u r wat u r wat u r wat u r wat u r wat u r wat u r
BaNa wrote:
MR.D wrote:*bug*
Machiosabre wrote:man who else wanted to write a serious response to any of othersizes posts and and realized he's just a jerk?
This board has a wonderful ignore function. I suggest you use it.
Though it would've been funnier to ignore this post, I think if you don't like a mod you should ignore it, rather than me having to ignore people to ignorant to ignore the right things.
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Teutooni
Posts: 717
Joined: 01 Dec 2007, 17:21

Re: Supreme Annihilation V1.0

Post by Teutooni »

BaNa wrote: This board has a wonderful ignore function. I suggest you use it.
Very tempting.
Machiosabre wrote: Though it would've been funnier to ignore this post, I think if you don't like a mod you should ignore it, rather than me having to ignore people to ignorant to ignore the right things.
+1
manored
Posts: 3179
Joined: 15 Nov 2006, 00:37

Re: Supreme Annihilation V1.0

Post by manored »

Things are less big than each other, tough thats not really good/bad :)

Still has same lame economy system from BA tough :(
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NOiZE
Balanced Annihilation Developer
Posts: 3984
Joined: 28 Apr 2005, 19:29

Re: Supreme Annihilation V1.0

Post by NOiZE »

Thanx otherside, for making a fool of yourself.

About the models without guns, im sure Tired wants them :)

I do think Arm Claw's are too good, but maybe thats because i like core ~~
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Tired
Posts: 302
Joined: 14 Nov 2005, 07:19

Re: Supreme Annihilation V1.0

Post by Tired »

I considered removing the gun models, but when I thought about it, it didn't really matter. People who disregard the unit descriptions and allied warnings both deserve to lose every time, though that seems unlikely given the discount on the units for being unarmed. Insofar as continuity's concerned, I find this to be outweighed by the simple fact that the models look nicer with the fake guns than without them.

All of this seems to be largely moot, since while many people are willing to try a promising mod, none seem up to hosting it (largely the reverse of the circumstance with CA, which has an empty autohost for every player). There were perhaps three SA hosts, on and off, througout the entire course of March 5th, and it still easily gained 15% of the player base; more, if hosts hadn't been running at capacity at times.

That's fine either way - SA will either succeed on its own merits, or not. Making the mod was fun enough, as was its brief stint of marketing, and I have no intention of a prolonged effort to sustain another unpopular mod - when I host from now on, I'll be hosting only for myself and other players who want something more out of Spring than dysfunctional gameplay. Rest of you host whatever you like.
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Otherside
Posts: 2296
Joined: 21 Feb 2006, 14:09

Re: Supreme Annihilation V1.0

Post by Otherside »

fool of myself hardly..

i just think false advertising

"next big thing in spring" thats like saying an aids epidemic is the next big thing in a hospital

its totally wrong :]

if this is the next big thing in spring. Spring has really gone downhill...

even BA is better than this

and Gota/basic/dbzbrish makes a fool of himself on a regular basis :]
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Neddie
Community Lead
Posts: 9406
Joined: 10 Apr 2006, 05:05

Re: Supreme Annihilation V1.0

Post by Neddie »

I, uh, am testing two possible balance issues. Still very annoyed by the uselessness of scout units.
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Tired
Posts: 302
Joined: 14 Nov 2005, 07:19

Re: Supreme Annihilation V1.0

Post by Tired »

I'll gladly kill you with Banshees since you don't understand the importance of information.
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Neddie
Community Lead
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Re: Supreme Annihilation V1.0

Post by Neddie »

I understand the importance of information, but there is no common situation in which I would use the hover scout, period. Not to mention the air scout has always been best for immediate recon, and the terrestrial ones lack the LOS to make lasting recon really viable - or indeed worth their cost.
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Otherside
Posts: 2296
Joined: 21 Feb 2006, 14:09

Re: Supreme Annihilation V1.0

Post by Otherside »

Tired wrote:I'll gladly kill you with Banshees since you don't understand the importance of information.
yes information is valuable but those scouts become redundant very fast cos of there poor hp an llt is enuff to stop them getting thru so the information is rather limited after very early game

by that point scouts r made totally redundant by radar and air (this does happen in other *A mods) but raiding undefended areas with fast scouts is not possible now

wesel now provides around the same information as it used to so wat if its cheaper ur probably gonna get around the same ammount of information

there isnt anymore information warfare in SA than other mods just neutered scouts which makes the early harass game a little boring and makes the scouts redundant very fast

also peeper/fink spam is enuff to find out wat ur enemy is doing u dont need useless unarmed scouts in every lab
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Neddie
Community Lead
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Joined: 10 Apr 2006, 05:05

Re: Supreme Annihilation V1.0

Post by Neddie »

Note that the Sea Scout is an exception to my prior statement, but there we are - an Anti-Air unit which is better at scouting than a scout.
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Teutooni
Posts: 717
Joined: 01 Dec 2007, 17:21

Re: Supreme Annihilation V1.0

Post by Teutooni »

How about using a flash or gator to raid? :roll:

Though you are right Ned, hover scout does seem a bit weak as pure scout since hovers don't have any fast raid unit now.
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Pxtl
Posts: 6112
Joined: 23 Oct 2004, 01:43

Re: Supreme Annihilation V1.0

Post by Pxtl »

Teutooni wrote:How about using a flash or gator to raid? :roll:

Though you are right Ned, hover scout does seem a bit weak as pure scout since hovers don't have any fast raid unit now.
Haven't had a chance to try Supreme yet, so I'm really talking out of my ass, but why can't the hover scout be a raider/scout? I mean, hovers are never a 1st-fac, so once you've got hovers it means you've already got access to other scouting facilities. Plus, my understanding of the unarmed weasel was to get rid of the rather unforgiving and frustrating games of tag that occur at the very start of the game. Since the hover-scout is never in a 1st-fac, then that eliminates that frustration, and so it could be a combat unit, couldn't it?
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ginekolog
Posts: 837
Joined: 27 Feb 2006, 13:49

Re: Supreme Annihilation V1.0

Post by ginekolog »

Its okish mod.

Unarmed scouts bother me bigtime. RLY. Unarmed unit need some other power then like slow reclaim, big sight, cloack or sth. But armed are sooooo much more fun when raiding.
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