Complete Annihilation News
Moderator: Content Developer
- the-middleman
- Posts: 190
- Joined: 24 Jul 2007, 12:18
Re: Complete Annihilation News
- I love ca
- I still think the egg is OP
- I just experienced the radar jammers "scramble" feature. I think its cool but it should use energy. Otherwise its too strong.
- I still think the egg is OP
- I just experienced the radar jammers "scramble" feature. I think its cool but it should use energy. Otherwise its too strong.
Re: Complete Annihilation News
What's the scramble feature?
Re: Complete Annihilation News
Its obvious from his post.
It takes core eggs, and makes a delicious high protein breakfast.
It takes core eggs, and makes a delicious high protein breakfast.
Re: Complete Annihilation News
The "scramble" feature, when turned on, makes fake radar dots to the enemy.
I think...
I think...
- GBscientist
- Posts: 65
- Joined: 23 Sep 2007, 01:21
Re: Complete Annihilation News
Please bring back the Diplomat. I like CA for its huge variety of units and even if we can't get new models for them, I would like to have as many units as possible to play with. In particular, the Tremor can't fill the role the Diplomat had because the Tremor has no accuracy to speak of.
Also, please bring back the Garpike and Habu. More amphibs is better.
Also, please bring back the Garpike and Habu. More amphibs is better.
Re: Complete Annihilation News
I want gold units, or units made out of an equivalent substitute such as pure win. Show us the gold!!!
Actually gold is incidental. Morphable-only units rock so hard I can't explain.
Actually gold is incidental. Morphable-only units rock so hard I can't explain.
Re: Complete Annihilation News
Lets keep a low level of RPGiness toughCrayfish wrote:I want gold units, or units made out of an equivalent substitute such as pure win. Show us the gold!!!
Actually gold is incidental. Morphable-only units rock so hard I can't explain.
Re: Complete Annihilation News
I don't think morphable units is really like RPG. I perceive it more as a strategic option, or just something cool that happens and doesn't really make much strategic difference (don't knock the value of this, funky little touches can double the fun of a game).
This is how I see the golden morty, considering only its price, abilities and statistics it's nothing special and won't really help you win the game more than anything else you could do - but people still want them, because they're cool and rare and gold and funky.
This is how I see the golden morty, considering only its price, abilities and statistics it's nothing special and won't really help you win the game more than anything else you could do - but people still want them, because they're cool and rare and gold and funky.
Re: Complete Annihilation News
Actually, this is more in line with many other genres, Call of Duty 4 has it that when you get all the challenges completed for a weapon you get a gold skin for one of the weapons.manored wrote: Lets keep a low level of RPGiness tough
It it less about RPG and more about bragging right/show off.
It is one thing to defeat the enemy, that happens all the time, getting that rare golden morty will feel neat. Nothing special but it adds to the game. The foil cards in magic were no better but I knew many players who tried to get all the foils they could.
Re: Complete Annihilation News
Having morph-able only units would encourage less spam tactics and more skirmishing. It places a greater emphasis on the ongoing health of parts of your army, and less on getting a good old factory line and charging forward in waves.
But, on the flip side. in the early game they already have this. being able to convert T1 units to T2. In the late game, that level of micro is rather more difficult.
also, I would like to see a tick cannon. it shoots a dragon-eye style spy that paralyses on impact. cool.
But, on the flip side. in the early game they already have this. being able to convert T1 units to T2. In the late game, that level of micro is rather more difficult.
also, I would like to see a tick cannon. it shoots a dragon-eye style spy that paralyses on impact. cool.
Re: Complete Annihilation News
Lets clear up this issue over the diplomat/lugar removal once and for all.
I know its unfortunate, but CA really has too many units. When we get closer to having a TA-IP free mod, we might have to cut or combine even more units with similiar, shared, or redundant roles. There were 3 artillery pieces in t2 vehicle alone, not counting the long range skirmishers like the Banisher. The t2 factories especially have a large bloat of often samish units- worse, these units are very expensive, so you cant afford to create versatile mixes most of the time anyway.
Most importantly though these units are identical across factions- the merl/dippy and lugar/pillager are identical units, so you can still use one or the other depending on faction choice, the game has lost little to no depth or complexity at all, as these units for all purposes still exist. They only difference is you cant get them at the same time. But then you could complain that core has no cloak, or arm no mobile shields, or that the t1 core kbot has no arty, or that the t2 arm kbot has no arty, etc- all factories have a certain mix of units that are a package choice and whenever an option is missing a factory has a slew of methods for dealing with the same problems in different ways.
But in truth, the t2 vehicle factory still has 2 artillery pieces, more than any other factory, and they are the strongest artillery in the game (barring statics and t3, which isnt very cost effective).
The choice of removing the diplomat and lugar was a concious and considered one. Each faction maintains a high-trajectory very long range artillery for heavy porc busting and a low-trajectory long range artillery for support and versatility.
Yes, it so happens that cores very long range artillery is saturation, while arms is prescision, but core maintains a precision option in the pillager. The pillager is a perfectly good artillery piece for performing precision bombardment of a specific structure.
On the arm side, the lugar is replaced by the penetrator- a mid-long range low trajectory support artillery, of a simliar role.
On the topic of amphibs: These units are identical but weaker versions of the standard assault tanks. There is no reason to have them- we might as well just make all or most of the conventional units in one (or two) of the factories into amphibs. Yes, this means that they get the amphibious option 'for free' when the old amphibs paid for it by being worse units, stats wise, but honestly, is the amphib ability so powerful that they cant afford to be on par with other land units? I mean do you use amphibs so often that they are super OP or something? Duplicate-but-amphib units are just bloat.
The question is whether or not it should be a kbot or a vehicle factory that gets the amphibs, or a new factory, and which units, etc etc. This is currently under discussion.
Incidentally i proposed that t3 get XP upgrades that unlock new abilities, so that they are even moreso units that you 'save up' and use over multiple attacks and engagements. Rather than throwaways or replacements for spam, they are units you use alongside your mixed army as a 'hero' or 'special' unit.
I dont know if we'll go that route, and t3 is pretty low priority right now so it will be a while until we work on it if we do.
I know its unfortunate, but CA really has too many units. When we get closer to having a TA-IP free mod, we might have to cut or combine even more units with similiar, shared, or redundant roles. There were 3 artillery pieces in t2 vehicle alone, not counting the long range skirmishers like the Banisher. The t2 factories especially have a large bloat of often samish units- worse, these units are very expensive, so you cant afford to create versatile mixes most of the time anyway.
Most importantly though these units are identical across factions- the merl/dippy and lugar/pillager are identical units, so you can still use one or the other depending on faction choice, the game has lost little to no depth or complexity at all, as these units for all purposes still exist. They only difference is you cant get them at the same time. But then you could complain that core has no cloak, or arm no mobile shields, or that the t1 core kbot has no arty, or that the t2 arm kbot has no arty, etc- all factories have a certain mix of units that are a package choice and whenever an option is missing a factory has a slew of methods for dealing with the same problems in different ways.
But in truth, the t2 vehicle factory still has 2 artillery pieces, more than any other factory, and they are the strongest artillery in the game (barring statics and t3, which isnt very cost effective).
The choice of removing the diplomat and lugar was a concious and considered one. Each faction maintains a high-trajectory very long range artillery for heavy porc busting and a low-trajectory long range artillery for support and versatility.
Yes, it so happens that cores very long range artillery is saturation, while arms is prescision, but core maintains a precision option in the pillager. The pillager is a perfectly good artillery piece for performing precision bombardment of a specific structure.
On the arm side, the lugar is replaced by the penetrator- a mid-long range low trajectory support artillery, of a simliar role.
On the topic of amphibs: These units are identical but weaker versions of the standard assault tanks. There is no reason to have them- we might as well just make all or most of the conventional units in one (or two) of the factories into amphibs. Yes, this means that they get the amphibious option 'for free' when the old amphibs paid for it by being worse units, stats wise, but honestly, is the amphib ability so powerful that they cant afford to be on par with other land units? I mean do you use amphibs so often that they are super OP or something? Duplicate-but-amphib units are just bloat.
The question is whether or not it should be a kbot or a vehicle factory that gets the amphibs, or a new factory, and which units, etc etc. This is currently under discussion.
This is what t3 (esp krog) etc is for, and a massive, expensive, stompy mech is way more impressive than a pimpin morty.smoth wrote:It it less about RPG and more about bragging right/show off.
Incidentally i proposed that t3 get XP upgrades that unlock new abilities, so that they are even moreso units that you 'save up' and use over multiple attacks and engagements. Rather than throwaways or replacements for spam, they are units you use alongside your mixed army as a 'hero' or 'special' unit.
I dont know if we'll go that route, and t3 is pretty low priority right now so it will be a while until we work on it if we do.
Re: Complete Annihilation News
I'm not sure I've played a CA game that makes it to T3. Except maybe Chickens
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- Posts: 327
- Joined: 09 Apr 2005, 11:40
Re: Complete Annihilation News
I don't know if this is the place for a massive thumbs-up to both Chickens, and morphable-with-experience units.
They are both TREMENDOUS fun and the morphing was like a super-neat easter egg.
Also the updater is slick.
All this is praise from a former AA/BA player, not a devoted fan- I just wanted to say "thanks" for some great fun.
They are both TREMENDOUS fun and the morphing was like a super-neat easter egg.
Also the updater is slick.
All this is praise from a former AA/BA player, not a devoted fan- I just wanted to say "thanks" for some great fun.
Re: Complete Annihilation News
You can start T3. I've watched three 1v1 which started T3.Elkvis wrote:I'm not sure I've played a CA game that makes it to T3. Except maybe Chickens
- the-middleman
- Posts: 190
- Joined: 24 Jul 2007, 12:18
Re: Complete Annihilation News
Starting T3 is risky but it works. The downside is that you will have trouble defending your base. You cant build cheap units/towers.
But being able to airconstruct morties in the hills around your enemies base is totally awesome :p
But being able to airconstruct morties in the hills around your enemies base is totally awesome :p
Re: Complete Annihilation News
Mostly you start t3 just for the engie, so you're prettymuch buying a mobile factory that builds t1/t2 units, which is a little bit weird.
Re: Complete Annihilation News
That sounds like a better "just for fun" idea than golden units :)Saktoth wrote:This is what t3 (esp krog) etc is for, and a massive, expensive, stompy mech is way more impressive than a pimpin morty.smoth wrote:It it less about RPG and more about bragging right/show off.
Incidentally i proposed that t3 get XP upgrades that unlock new abilities, so that they are even moreso units that you 'save up' and use over multiple attacks and engagements. Rather than throwaways or replacements for spam, they are units you use alongside your mixed army as a 'hero' or 'special' unit.
I dont know if we'll go that route, and t3 is pretty low priority right now so it will be a while until we work on it if we do.
Re: Complete Annihilation News
Whatever, do what you guys want, i don't care anymore.
Re: Complete Annihilation News
Still holding a flame for the golden (well, upgraded, don't have to be gold) units. The T3 experience thing sounds interesting but as previously asserted, I believe it'd be unlikely to see much use.
T3 rarely appears except when the game is nearly over and someone has an overwhelming resource advantage. At this point, it'd be academic whether you have a krogoth or a krogoth+. That said, there would be rare occasions when this could be fun or strategically important.
I agree that amphibious units should be more useful. Maybe the amphibious factory could be built on land or water (submarines would have to be removed, of course) and its buildlist expanded to all or nearly all amphibious units. Alternatively, new units could be added and the factory split to T1 and T2 versions.
This would make amphib a dedicated factory choice rather than an incidental option of existing factories, justifying more useful amphibious units, although they should still be at a minor disadvantage e.g. speed or cost compared to land only units.
T3 rarely appears except when the game is nearly over and someone has an overwhelming resource advantage. At this point, it'd be academic whether you have a krogoth or a krogoth+. That said, there would be rare occasions when this could be fun or strategically important.
I agree that amphibious units should be more useful. Maybe the amphibious factory could be built on land or water (submarines would have to be removed, of course) and its buildlist expanded to all or nearly all amphibious units. Alternatively, new units could be added and the factory split to T1 and T2 versions.
This would make amphib a dedicated factory choice rather than an incidental option of existing factories, justifying more useful amphibious units, although they should still be at a minor disadvantage e.g. speed or cost compared to land only units.
Re: Complete Annihilation News
Not like saktoth is going to listen...
TEK2KROG is not fun, it is what every noob fuckwitt wants to do. LOL I BUILD THE BIG THING THAT MEANS IT'S GUD!
I'll not continue to fight him on it. He wants it gone and frankly, he mannerd and otherside are going to lobby until it is removed. I do not like that this is how CA is going to go but whatever, the direction it is going now really bothers me and honestly, I don't want to stick around to see it get fucked up. The best part of CA is quantum, the worst is saktoth.
TEK2KROG is not fun, it is what every noob fuckwitt wants to do. LOL I BUILD THE BIG THING THAT MEANS IT'S GUD!
I'll not continue to fight him on it. He wants it gone and frankly, he mannerd and otherside are going to lobby until it is removed. I do not like that this is how CA is going to go but whatever, the direction it is going now really bothers me and honestly, I don't want to stick around to see it get fucked up. The best part of CA is quantum, the worst is saktoth.