Complete Annihilation News - Page 36

Complete Annihilation News

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Erom
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Re: Complete Annihilation News

Post by Erom »

the-middleman wrote:ATI Mobility Radeon X1600
I think that's the same card my desktop has. We're pwned, for now, since Spring doesn't really support ATI, since ATI support for OpenGL is lagging behind nVidia.
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the-middleman
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Re: Complete Annihilation News

Post by the-middleman »

I just took 5 Dragon eggs. Drove them through a row of Annahilators and Pit Bulls into the enemy base and blew up a Moho Geothermal. I really like Dragon eggs but I think they are overpowered...
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Otherside
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Re: Complete Annihilation News

Post by Otherside »

the-middleman wrote:I just took 5 Dragon eggs. Drove them through a row of Annahilators and Pit Bulls into the enemy base and blew up a Moho Geothermal. I really like Dragon eggs but I think they are overpowered...

you just used dragons egg for there purpose blockade running.. The whole point of dragons egg is to run thru heavily fortified areas and hit weakspots once its open and firing its relatively weak. Everyone seems to think its UP (very few people use it)

im glad dragons egg is good at what its suposed to do but it generally fails vs mosr anything else , try it :p

also moho geos have big booms so its easy to pwn a base thats near one (protip dont build near a moho geo)
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the-middleman
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Re: Complete Annihilation News

Post by the-middleman »

I won the game by building 5 dragon eggs which cost less than one big tank. Thats their point?

My point is: They are not good. They are unstoppable. Is there a way to counter them? What would you do if you had 20 dragon eggs heading toward your base?
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Otherside
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Re: Complete Annihilation News

Post by Otherside »

lol at them :P

dragons eggs weakness is wen they r open so just keep mobile units chasing dragon egg and as soon they open up they will get pelted

they are far from unstoppable

and cost for cost pretty much any unit can beat them wen they are open (they aint cheap)

they are made to break porc so obviously porc will fail when they drive past it

also they are very weak to air and emp
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the-middleman
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Re: Complete Annihilation News

Post by the-middleman »

Thats why I move them next to enemies fusions, windparks and e-storages before I open them. Shooting them there is a bad idea.

Also when the enemy has to concentrate on the dragon eggs you can move in your real troops.

Anyhow im just gonna use them some more. Maybe a good counter will occur. Or maybe theyll get fixed. We will see.
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KingRaptor
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Re: Complete Annihilation News

Post by KingRaptor »

5 eggs cost more than three Reapers, whereas your post implies that they cost less than one.

Dguns still pop eggs in one hit, and they move at half speed (a rather sluggish 1.6) when closed.

Few weapons should have the AOE to hurt an egg AND anything next to it.

They have rather low DPS for cost, though they do have noexplode and set units on fire.

They may need more testing, but I don't think there's really a problem.
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jK
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Re: Complete Annihilation News

Post by jK »

Erom wrote:.. since Spring doesn't really support ATI, since ATI support for OpenGL is lagging behind nVidia.
I would call it ATi doesn't support Spring/OpenGL.
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CarRepairer
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Re: Complete Annihilation News

Post by CarRepairer »

the-middleman wrote:Thats why I move them next to enemies fusions, windparks and e-storages before I open them. Shooting them there is a bad idea.

Also when the enemy has to concentrate on the dragon eggs you can move in your real troops.

Anyhow im just gonna use them some more. Maybe a good counter will occur. Or maybe theyll get fixed. We will see.
Try picking them up with transports. They're pretty slow so it's not hard to do, I've done it. Put them in the water or something. Boil 2 minutes, enjoy with dip.
Saktoth
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Re: Complete Annihilation News

Post by Saktoth »

WZ: E is working as an economic throttle in IW, same as in most spring mods. To up your production you must first invest some of that production into e, requiring investment in infrastructure first in order to spend any gains, rather than the gains instantly translating into military power.

Though IW has irregular ecosts so you get random stalls like most spring mods barring CA and SA, so its less predictable on that front. ;) (Protip: normalize e/m/bt ratios at least into internally consistent categories).

On eggs:
You used the egg exactly how you're meant to use the egg, im glad it worked and good for you for discovering this neat tactic. The fact he built his base right next to a mohogeo (stupid) is the perfect opportunity for some egging or tactical bombing or tactical-nukes or cloak ambushes or all-terrain other defence-circumventing suicide run type attacks.

To counter eggs, chase them with mobiles and wear them down, air is good here, EMP them, d-gun them, etc etc. They're good vs static D because static d cant chase them. :P It can be hard to stop eggs from raping up your energy- but they're quite expensive and thats about all their good at!

Also i love you Car. >_<

Manored: I hit someones e or e storage (especially the e storage) to turn off his annis, hlts, shields, etc relatively frequently. In Hover vs Sea games, hitting the enemy e to stop his corvettes from firing is one of the major ways hovers can win (though CA vettes dont drain e anymore, which makes me sadbunny). Another thing ill do is just attack as soon as i see an enemy put a shield up over some hlts, or shell a shield for a while until it goes white (i know he is e-stalling then) and then send in the troops- which is an indirect way of e-stalling someone and 99% of the time his hlt's are all off.

In fact one of my goals is to ensure CA has the ability to 'strategically e-stall the enemy' and then follow up with an attack. Its one of the major reasons you dont get free storage (though atm you kinda have to take out the com first to do this).
Google_Frog
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Re: Complete Annihilation News

Post by Google_Frog »

I see shields a a big 'hit here to make me E stall' sign.
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Otherside
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Re: Complete Annihilation News

Post by Otherside »

Basically sak repeated everything i said pretty much word for word like always :p
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Erom
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Re: Complete Annihilation News

Post by Erom »

Except that his was coherent.
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Otherside
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Re: Complete Annihilation News

Post by Otherside »

mine was perfectly understandable


SORRY GRAMMAR POLICE Sheesh....
manored
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Re: Complete Annihilation News

Post by manored »

Google_Frog wrote:I see shields a a big 'hit here to make me E stall' sign.
YA :) Core tech 1 shields are sort of weak for the energy they eat, you need only a few arti kbots to crack then open if I remember well. Mobile shield is usefull tough.

I dont think eggs are OP, their slow speed combined with their short range and unability to fire while moving (not sure if about this, my memory might be failing me again) and their weakness then open greatly limits their uses. Funny that eggs are meant to ignore defenses and attack economy, cause I use then to chase skirmirshers and arti away from my defenses, and it works :)

All those forms of saboting the enemys energy supply are easy to counter or would already end the game due to the economic impact anyway... Cutting out storages can be solved by spreading storages around everwhere, just one advanced would be enough to power most stuff, and they are cheap and spameable. Killing out energy would end the game anyway, and if you didnt killed that much energy there would probally be enough left to power up stuff, unleash maybe in a really chokepointy map where all defenses are in the same place. If your hovers can get past enemy sea defenses you would already win anyhow. And if somebody is stupid or distracted enough to not disable his stuff eating massive energy then attacked then you are exploring the enemys stupidity/distraction and not making him e stall :)

Edit: If your enemy has a really big build-power that he could use to get his energy back up fast, then attacking his energy to follow with an attack would make sense... tough it would be wiser to, if you can get that deep in enemy territory, kill his build-power before his energy.
Saktoth
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Re: Complete Annihilation News

Post by Saktoth »

If your hovers can get past enemy sea defenses you would already win anyhow.
What are you talking about here, SSB? Ya, most of the time. Im talking about SoW though.
manored
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Re: Complete Annihilation News

Post by manored »

Saktoth wrote:
If your hovers can get past enemy sea defenses you would already win anyhow.
What are you talking about here, SSB? Ya, most of the time. Im talking about SoW though.
If your hovers get past by your enemys sea defenses, why kill out his energy so his frigates will stop working and you can kill then if you can just kill out his energy so his economy will be ruined and you will be able to out-spam him? :)

Just one idea, but I think that making radars more expensive would be interesting, as they would be one extra target for strategic attacks... and I dont think it would have a big impact in their worthness since they are too dam usefull for that to be possible :)
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Elkvis
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Re: Complete Annihilation News

Post by Elkvis »

Radars are usually killed instantly by splash damage. If you have one on the front line (maximising range), it is usually the first thing destroyed by an attack.

If you made them expensive, it would just be harder recover quickly and counter-attack effectively, when the enemies ground forces are depleted (providing you survive the attack with an army intact) It would make things less dynamic.

This is early game anyway. I usually try and have a couple, for this reason.
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Machiosabre
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Re: Complete Annihilation News

Post by Machiosabre »

armored radar!
Saktoth
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Re: Complete Annihilation News

Post by Saktoth »

If your hovers get past by your enemys sea defenses, why kill out his energy so his frigates will stop working and you can kill then if you can just kill out his energy so his economy will be ruined and you will be able to out-spam him? :)
Frigates? Corvettes. I see you are speaking from experience here. >_> You only need to get a small force, a few scouts, past him and into his winds or tidals to shut down enough of his e to make it so that he cant fire all of his corvettes at one time (which drains a LOT of e) effectively cutting his force size dramatically. Any good player will be making e just to run his vettes vs a hover player, we arent talking about doing enough to seriously impact his economy here (Which he can replace pretty easily anyway- but not before you engage his vettes with hovers).

Trust me, its one of the keys to beating ships with hovers in competitive sea.
Just one idea, but I think that making radars more expensive would be interesting, as they would be one extra target for strategic attacks... and I dont think it would have a big impact in their worthness since they are too dam usefull for that to be possible :)
Radars are actually not built as often as they should be. It really improves both a players ability to pre-empt and react to his enemy (IE, its good for the player) but it also improves the flow of the game. Having the ability to react to the enemies movements and massing, and making feints and taking care as to positioning and deployment without getting in range of the enemy or even giving away the composition of your army makes the game more dynamic and increases player interaction- since you are responding to the enemy, and interacting with him.

At one time we made radars visible to all players just like they in real life (This was mostly a proof of concept widget thing). One of the problems with this was that it was a huge dis-incentive to building radars. Back when that was enabled, i used to avoid radars entirely because it gave away my position. E drain was also increased on radars to -10 at one point (due to a energy consumption reshuffling to clear out abnormalities like hawks making as much e as solar panels like they do in CA), which was again, a big dis-incentive and toned down. So we dont need more dis-incentives to making radar, such as them being expensive.

As for 'radars that last longer', dragons eyes have a high LoS and can be used on the frontline while adv radars can be put far enough back that they arent vulnerable.
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