Complete Annihilation News - Page 66

Complete Annihilation News

A dynamic game undergoing constant development and refinement, that attempts to balance playability with fresh and innovative features.

Moderator: Content Developer

manored
Posts: 3179
Joined: 15 Nov 2006, 00:37

Re: Complete Annihilation News

Post by manored »

Well I suppose the few exceptions of the rule could be set up manually then.

By the way I think the roach needs some boost, as it is now its nearly impossible to actually make it hit anything before it is shot dead.
Saktoth
Zero-K Developer
Posts: 2665
Joined: 28 Nov 2006, 13:22

Re: Complete Annihilation News

Post by Saktoth »

Roach is quite possibly OP. Its just very difficult to use, you must zig-zag with it against most targets, you can only send in one at a time since they chain, and its useless against any kind of defenses. This requirse a lot of babying, but when you baby it, its actually kind of crazy.

However against an army of nothing but inaccurate units (rockos, ravagers, thuds, etc) its almost guarunteed to hit and to do massive amounts of damage.
YHCIR
Posts: 190
Joined: 12 Aug 2006, 23:06

Re: Complete Annihilation News

Post by YHCIR »

CA crashes when chickens first spawn:

Code: Select all

LogOutput initialized.
Available log subsystems: unit, CollisionVolume, VFS-detail, VFS, ArchiveScanner, mapinfo
Enabled log subsystems: 
Enable or disable log subsystems using the LogSubsystems configuration key
  or the SPRING_LOG_SUBSYSTEMS environment variable (both comma separated).
Using script script.txt
using configuration source "H:\Documents and Settings\Richard\Local Settings\Application Data\springsettings.cfg"
OS: Microsoft Windows XP Professional Service Pack 2 (build 2600)
Hardware: Intel(R) Core(TM)2 CPU          6420  @ 2.13GHz; 2046MB RAM, 3937MB pagefile
Using read-write data directory: J:\games\Spring\
Scanning: J:\games\Spring\maps
Scanning: J:\games\Spring\base
Scanning: J:\games\Spring\mods
Video mode set to  1600 x 1200 / 32 bit
[      0] SDL:  1.2.10
[      0] GL:   2.0.6458 WinXP Release
[      0] GL:   ATI Technologies Inc.
[      0] GL:   Radeon X1950 Series x86/SSE2
[      0] GLEW: 1.4.0
[      0] Connecting to 88.165.88.144:60005 using name Chutney
[      0] Starting demo recording
[      0] Using map LLTAComplexV2.smf
[      0] Recording demo demos/20090207_145238_LLTAComplexV2_0.78.2.sdf
[      0] Using script Commanders
[      0] Using mod Complete Annihilation test-3921
[      0] Using mod archive ca-r3921.sdz
[      0] Became player 4 (team 4, allyteam 0)
[      0] Parsing unit icons
[      0] could not load buildOption data: missing file
[      0] Loading all definitions:  1.742000
[      0] Opening map file
[      0] Loading Map
[      0] Loading detail textures
[      0] Creating overhead texture
[      0] Creating ground shading
[      0] Loading tile file
[      0] Reading tiles
[      0] Reading tile map
[      0] Creating projectile texture
[      0] Number of damage types: 10
[      0] Loading weapon definitions
[      0] Loading unit definitions
[      0] Inconsistant move data ground 1 Chicken HOVER3
[      0] Inconsistant move data ground 1 Dodo HOVER3
[      0] Loading feature definitions
[      0] Generating trees
[      0] Creating unit textures
[      0] Initializing map features
[      0] Couldnt find wreckage info pdrock1a		
[      0] Unknown map feature type pdrock1a		
[      0] Unknown map feature type 
[      0] Unknown feature named 'pdrock1a		'
[      0] Unknown feature named 'pdrock1a		'
[      0] Unknown feature named 'pdrock1a		'
[      0] Unknown feature named 'pdrock1a		'
[      0] Unknown feature named 'pdrock1a		'
[      0] Unknown feature named 'pdrock1a		'
[      0] Unknown feature named 'pdrock1a		'
[      0] Unknown feature named 'pdrock1a		'
[      0] Unknown feature named 'pdrock1a		'
[      0] Unknown feature named 'pdrock1a		'
[      0] Unknown feature named 'pdrock1a		'
[      0] Unknown feature named 'pdrock1a		'
[      0] Unknown feature named 'pdrock1a		'
[      0] Unknown feature named 'pdrock1a		'
[      0] Unknown feature named 'pdrock1a		'
[      0] Unknown feature named 'pdrock1a		'
[      0] Unknown feature named 'pdrock1a		'
[      0] Unknown feature named 'pdrock1a		'
[      0] Unknown feature named 'pdrock1a		'
[      0] Unknown feature named 'pdrock1a		'
[      0] Unknown feature named 'pdrock1a		'
[      0] Unknown feature named 'pdrock1a		'
[      0] Unknown feature named 'pdrock1a		'
[      0] Unknown feature named 'pdrock1a		'
[      0] Unknown feature named 'pdrock1a		'
[      0] Unknown feature named 'pdrock1a		'
[      0] Unknown feature named 'pdrock1a		'
[      0] Unknown feature named 'pdrock1a		'
[      0] Reading estimate path costs
[      0] Analyzing map accessibility [8]
[      0] Block offset 0 of 11520 (block-size 8)
[      0] Block offset 1000 of 11520 (block-size 8)
[      0] Block offset 2000 of 11520 (block-size 8)
[      0] Block offset 3000 of 11520 (block-size 8)
[      0] Block offset 4000 of 11520 (block-size 8)
[      0] Block offset 5000 of 11520 (block-size 8)
[      0] Block offset 6000 of 11520 (block-size 8)
[      0] Block offset 7000 of 11520 (block-size 8)
[      0] Block offset 8000 of 11520 (block-size 8)
[      0] Block offset 9000 of 11520 (block-size 8)
[      0] Block offset 10000 of 11520 (block-size 8)
[      0] Block offset 11000 of 11520 (block-size 8)
[      0] Path cost 0 of 11520 (block-size 8)
[      0] Path cost 1000 of 11520 (block-size 8)
[      0] Path cost 2000 of 11520 (block-size 8)
[      0] Path cost 3000 of 11520 (block-size 8)
[      0] Path cost 4000 of 11520 (block-size 8)
[      0] Path cost 5000 of 11520 (block-size 8)
[      0] Path cost 6000 of 11520 (block-size 8)
[      0] Path cost 7000 of 11520 (block-size 8)
[      0] Path cost 8000 of 11520 (block-size 8)
[      0] Path cost 9000 of 11520 (block-size 8)
[      0] Path cost 10000 of 11520 (block-size 8)
[      0] Path cost 11000 of 11520 (block-size 8)
[      0] Writing path data file...
[      0] Reading estimate path costs
[      0] Analyzing map accessibility [32]
[      0] Block offset 0 of 720 (block-size 32)
[      0] Path cost 0 of 720 (block-size 32)
[      0] Writing path data file...
[      0] Pathing data checksum: 873b0bc3
[      0] Loading LuaRules
[      0] Morph gadget: Bad morph src type: cormls
[      0] Morph gadget: Bad morph src type: armmls
[      0] Bad cloakShield unit type: armsjam
[      0] LUARULES-DRAW  (GADGETS)
[      0] LUARULES-DRAW  (GADGETS)
[      0] Loading LuaGaia
[      0] Loading LuaUI
[      0] This mod has locked LuaUI access
[      0] Using LUAUI_DIRNAME = LuaUI/
[      0] Reloaded ctrlpanel with: LuaUI/ctrlpanel.txt
[      0] LuaUI: bound F11 to the widget selector
[      0] LuaUI: bound CTRL+F11 to tweak mode
[      0] Failed to load: camera_lockcamera.lua  (duplicate name)
[      0] Failed to load: cmd_no_duplicate_orders.lua  (duplicate name)
[      0] Failed to load: gui_advplayerslist.lua  (duplicate name)
[      0] Failed to load: gui_ally_cursors.lua  (duplicate name)
[      0] Failed to load: gui_attack_aoe.lua  (duplicate name)
[      0] Failed to load: gui_build_eta.lua  (duplicate name)
[      0] Failed to load: gui_display_dps.lua  (duplicate name)
[      0] Failed to load: gui_prospector.lua  (duplicate name)
[      0] Failed to load: gui_reclaiminfov099.lua  (duplicate name)
[      0] Failed to load: gui_xp.lua  (Include() could not load 'LuaUI/Headers/billboard.lua')
[      0] Hardware is incompatible with Xray shader requirements
[      0] Failed to load: unit_dontshoot.lua  (duplicate name)
[      0] Failed to load: unit_transport_assist.lua  (Include() could not load 'LuaUI/Headers/spring.h.lua')
[      0] blur api: your hardware does not support shaders
[      0] Loaded widget:  BlurApi             <api_gfx_blur.lua>
[      0] Loaded widget:  Commander Name Tags   <unit_comm_nametags.lua>
[      0] Loaded widget:  HealthBars          <unit_healthbars.lua>
[      0] Loaded widget:  Voices              <snd_voices.lua>
[      0] Loaded widget:  Mex energy control  <gui_mex_energy.lua>
[      0] Loaded widget:  Chicken Panel       <gui_chicken.lua>
[      0] Loaded widget:  LockCamera          <camera_lockcamera.lua>
[      0] Loaded widget:  Tooltip Replacement  <gui_tooltip_replacement.lua>
[      0] Loaded widget:  AdvPlayersList      <gui_advplayerslist.lua>
[      0] Loaded widget:  CommanderEnds       <gui_comm_ends.lua>
[      0] Loaded widget:  D-Gun unstall       <unit_dgun_unstall.lua>
[      0] Loaded widget:  DGunLimit           <gui_limit_dgun.lua>
[      0] Loaded widget:  BuildETA            <gui_build_eta.lua>
[      0] Loaded widget:  Don't Shoot         <unit_dontshoot.lua>
[      0] Loaded widget:  DoLine              <cmd_doline.lua>
[      0] Loaded widget:  FPS                 <gui_fps.lua>
[      0] Loaded widget:  Emotes              <cmd_emotes.lua>
[      0] Loaded widget:  Z Selector          <unit_z_selector.lua>
[      0] Loaded widget:  ReclaimInfo         <gui_reclaiminfo.lua>
[      0] Loaded widget:  Display DPS         <gui_display_dps.lua>
[      0] Loaded widget:  CameraShake         <camera_shake.lua>
[      0] Loaded widget:  Point Tracker       <gui_point_tracker.lua>
[      0] Loaded widget:  ImmobileBuilder     <unit_immobile_buider.lua>
[      0] Loaded widget:  Auto First Build Facing  <autofirstbuildfacing.lua>
[      0] BuildBar Warning: you deactivated the "blurApi" widget, please reactivate it.
[      0] Loaded widget:  BuildBar            <gui_buildbar.lua>
[      0] Loaded widget:  Dgun Helper 1.2     <unit_dgunhelper.lua>
[      0] Loaded widget:  NoDuplicateOrders   <cmd_no_duplicate_orders.lua>
[      0] Loaded widget:  Ghost Radar         <unit_ghostRadar.lua>
[      0] Loaded widget:  SmartNanos          <unit_smart_nanos.lua>
[      0] Loaded widget:  DT                  <gui_dt.lua>
[      0] Loaded widget:  Take Reminder       <gui_take_remind.lua>
[      0] Loaded widget:  Defense Range v4.13  <gui_defenserange.lua>
[      0] Loaded widget:  MinimapEvents       <minimap_events.lua>
[      0] Loaded widget:  IdleBuildersNEW     <gui_idle_builders_new.lua>
[      0] Loaded widget:  MiniMap Start Boxes  <minimap_startbox.lua>
[      0] Loaded widget:  UnitGroups v5.1     <gui_unitgroups5_1.lua>
[      0] Loaded widget:  CA Interface        <gui_rooms.lua>
[      0] Loaded widget:  Mobile Anti Marker  <gui_mobile_anti_marker.lua>
[      0] Loaded widget:  DCIcon              <dbg_dcicon.lua>
[      0] Loaded widget:  Darkening           <gui_darkening.lua>
[      0] Loaded widget:  Improved MetalMakers  <unit_improved_metal_maker.lua>
[      0] Loaded widget:  Retreat             <cmd_retreat.lua>
[      0] Loaded widget:  Land Fly v1.2.2     <unit_land_fly.lua>
[      0] Loaded widget:  Don't Move          <unit_dontmove.lua>
[      0] Loaded widget:  Autoquit            <autoquit.lua>
[      0] Loaded widget:  Auto group          <unit_auto_group.lua>
[      0] Loaded widget:  Start Point Remover  <init_start_point_remover.lua>
[      0] Loaded widget:  Transport AI        <unit_transport_ai.lua>
[      0] Loaded widget:  Auto Skirm v2       <unit_auto_skirm.lua>
[      0] Loaded widget:  ScrapWarning        <gui_scrap_warning.lua>
[      0] Loaded widget:  Comm Marker         <gui_comm_marker.lua>
[      0] Loaded widget:  Attack AoE          <gui_attack_aoe.lua>
[      0] Loaded widget:  Prospector          <gui_prospector.lua>
[      0] Loaded widget:  Windcheck v1.1      <gui_windcheck(1.1).lua>
[      0] Loaded widget:  InlineTip-BM        <gui_inlinetip-bm.lua>
[      0] Loaded widget:  Satellites          <unit_satellites.lua>
[      0] Loaded widget:  AutoRepair          <unit_autorepair.lua>
[      0] Reloaded cmdcolors with: cmdcolors.tmp
[      0] Loaded widget:  TeamPlatter         <gui_team_platter.lua>
[      0] Loaded widget:  HighlightUnit       <gui_hilight_unit.lua>
[      0] Loaded widget:  AllyCursors         <gui_ally_cursors.lua>
[      0] Loaded widget:  Rank Icons          <gui_xp.lua>
[      0] Loaded widget:  Select n Center!    <gui_center_n_select.lua>
[      0] Reloaded cmdcolors with: cmdcolors.tmp
[      0] Loaded widget:  SelectionCircle     <gui_selectioncircle.lua>
[      0] Loaded widget:  CommandInsert       <gui_commandinsert.lua>
[      0] Loaded widget:  LupsManager         <gfx_lups_manager.lua>
[      0] Loaded widget:  Units on Fire       <gfx_lups_units_on_fire.lua>
[      0] Loaded widget:  CALayout            <ca_layout.lua>
[      0] Loaded widget:  Lups                <lups_wrapper.lua>
[      0] Loaded widget:  CustomFormations    <unit_customformations.lua>
[      0] Loaded widget:  Jumjet GUI          <gui_jumpjets.lua>
[      0] Loaded widget:  Default Commands Tweaks  <cmd_defaultcommands.lua>
[      0] Loaded widget:  Level Terraform GUI  <gui_terraform.lua>
[      0] LuaUI v0.3
[      0] Finalizing...
[      0] Spring 0.78.2.1 (0.78.2.1-0-g768a2af{@}-s)
[      0] Build date/time: Jan 18 2009 15:45:14
[      0] Player Chutney connected with number 4 (client version 0.78.2.1 (0.78.2.1-0-g768a2af{@}-s))
[      0] Player boonki connected with number 3 (client version 0.78.2.1 (0.78.2.1-0-g768a2af{@}-s))
[      0] Player IronFire[CA] connected with number 1 (client version 0.78.2.1 (0.78.2.1-0-g768a2af{@}-s))
[      0] Player versus666 finished loading and is now ingame
[      0] Player [CAT]ceiling finished loading and is now ingame
[      0] [CAT]ceiling added point: Start 5
[      0] [CAT]ceiling added point: Start 5
[      0] Player IronFire[CA] finished loading and is now ingame
[      0] Player omygod finished loading and is now ingame
[      0] [CAT]ceiling added point: Start 5
[      0] Player Chutney finished loading and is now ingame
[      0] omygod added point: Start 2
[      0] versus666 added point: Start 0
[      0] omygod added point: Start 2
[      0] Player boonki finished loading and is now ingame
[      0] boonki added point: Start 3
[      0] versus666 added point: Start 0
[      0] Chutney added point: Start 4
[      0] boonki added point: Start 3
[      0] boonki added point: Start 3
[      0] boonki added point: Start 3
[      0] [CAT]ceiling added point: Start 5
[      0] [CAT]ceiling added point: Start 5
[      0] omygod added point: Start 2
[      0] [CAT]ceiling added point: Start 5
[      0] Chutney added point: Start 4
[      0] Speed set to 1.5 [[CAT]ceiling]
[      0] Speed set to 1.0 [[CAT]ceiling]
[      0] <Chutney> iron?
[      0] <Chutney> ring him
[      0] <versus666> iron : don't fake you're away ! xD
[      0] <boonki> ?
[      0] [CAT]ceiling added point: 
[      0] <Chutney> Allies: anyone have lockcamera enabled?
[      0] <boonki> ?
[      0] <omygod> ?
[      0] <boonki> ?
[      0] <boonki> ?
[      0] <omygod> ?
[      0] <Chutney> go?
[      0] IronFire[CA] added point: Start 1
[      0] <Chutney> he is taking ages
[      0] IronFire[CA] added point: Start 1
[      0] IronFire[CA] added point: Start 1
[      0] IronFire[CA] added point: Start 1
[      0] GameID: eda08d4939187b52e7a296b6b6e6adc5
[     16] Comm Marker removed
[     48] Buildings set to face East
[     48] Max Windmill altitude bonus is: 88%
[     60] [CAT]ceiling added point: 
[     60] [CAT]ceiling added point: 
[     77] IronFire[CA] paused the game
[     77] IronFire[CA] unpaused the game
[    502] Team8(versus666) is no more
[    653] Team3(boonki) is no more
[    832] Player boonki left the game:  normal quit
[    832] Spectator boonki left
manored
Posts: 3179
Joined: 15 Nov 2006, 00:37

Re: Complete Annihilation News

Post by manored »

Saktoth wrote:Roach is quite possibly OP. Its just very difficult to use, you must zig-zag with it against most targets, you can only send in one at a time since they chain, and its useless against any kind of defenses. This requirse a lot of babying, but when you baby it, its actually kind of crazy.

However against an army of nothing but inaccurate units (rockos, ravagers, thuds, etc) its almost guarunteed to hit and to do massive amounts of damage.
This is true but I think no units should be this difficult to use properly, even in exchange of great benefit. And its also on the T1 factory wich, unless I am mistaken, is meant for the simple, less especialized units.

I noticed that the weapon of rockos are described as "unguided rockets", but as far as I know rocket means it is unguided while missiles are guided. Just calling attention to this cause it might cause some confusion.

Sometimes I have problems with wiki behaving differently for aparently the same structure. For example right now on the portuguese guide the entries put on the start to clarify all-terrain and EMP to portuguese got shaped differently from the others, even though the structure is the same on edit mode.
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CarRepairer
Cursed Zero-K Developer
Posts: 3359
Joined: 07 Nov 2007, 21:48

Re: Complete Annihilation News

Post by CarRepairer »

Don't worry about the wiki structure. The purpose of you doing this will be so that we can take your translation and put it in the game itself eventually. Then the unit guide will be autogenerated from that the same way the English unitguide is autogenerated.
User avatar
Elkvis
Posts: 222
Joined: 03 Nov 2006, 05:18

Re: Complete Annihilation News

Post by Elkvis »

manored wrote:I noticed that the weapon of rockos are described as "unguided rockets", but as far as I know rocket means it is unguided while missiles are guided. Just calling attention to this cause it might cause some confusion
A rocket is only a propulsion system, simply the ejection of high explosives to create thrust. It can describe anything from a firework through to a spacecraft.

A missile, in the military sense, is the combination of a rocket and a its payload. It is simply a self-propelled projectile. Whether or not it has a guidance system is not directly stated.


edit: I should add that almost everything that is guided (except for free fall bombs) is a missile. Therefore the association is assumed. Technically a Rocket propelled grenade is also missile.
User avatar
Wolf-In-Exile
Posts: 497
Joined: 21 Nov 2005, 13:40

Re: Complete Annihilation News

Post by Wolf-In-Exile »

Wikipedia
In common military parlance, the word missile describes a powered, guided munition, whilst the word "rocket" describes a powered, unguided munition. Unpowered, guided munitions are known as guided bombs. A common further sub-division is to consider ballistic missile to mean a munition that follows a ballistic trajectory and cruise missile to describe a munition that generates lift.
Actually, you're both correct.

Unguided rockets.
manored
Posts: 3179
Joined: 15 Nov 2006, 00:37

Re: Complete Annihilation News

Post by manored »

CarRepairer wrote:Don't worry about the wiki structure. The purpose of you doing this will be so that we can take your translation and put it in the game itself eventually. Then the unit guide will be autogenerated from that the same way the English unitguide is autogenerated.
My patience liked to hear that :)

I think cohesion in the nomenclature would be good to prevent people from being confused about how a "rocket like" thing will behave. So I think the rockets that are shot straigh forward should be named differently from those that fly up and then crash down.
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MidKnight
Posts: 2652
Joined: 10 Sep 2008, 03:11

Re: Complete Annihilation News

Post by MidKnight »

This tread is slowly but surely dropping off the first page...

We can't let that happen... :P

New core turrets:
Image
CA + 1944 =
Image
Courtesy of Maackey (I think)
Image



In features:
NEW! Fresh from the secret underground layer of the lua devs (principally CarRepairer in this case :P ) Ceasefire Control Panel allows you to make and break alliances with people in a FFA game! Win a neighbor's trust, and cruelly break his trust when your "allied" forces turn against him! :(

Image
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CarRepairer
Cursed Zero-K Developer
Posts: 3359
Joined: 07 Nov 2007, 21:48

Re: Complete Annihilation News

Post by CarRepairer »

Example of panel with voting system:

Image
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zwzsg
Kernel Panic Co-Developer
Posts: 7052
Joined: 16 Nov 2004, 13:08

Re: Complete Annihilation News

Post by zwzsg »

manored wrote:Something like:
"mass = (((Size * x) * HP) / speed) * y"
When there is only multiplications, you don't need to "scale" each variable with its own factor. It's allowed to multiply and divide different between units that have nothing in common. Plus, don't you see that (((Size * x) * HP) / speed) * y is the same as xy*size*hp/speed? However, it is not really clear what you mean by size, could be volume or height or width or max radius or whatever, and maybe you need to "scale" in the sense of choosing an exponent. For instance, assuming all units are diversily sized spheres made of the same material, you'd have mass = k*radius³
manored wrote:there are other countries that speak portuguese
Others? I thought there was only one other. Then I looked up on the web I found I was wrong.
User avatar
Pxtl
Posts: 6112
Joined: 23 Oct 2004, 01:43

Re: Complete Annihilation News

Post by Pxtl »

Thinking it over, mass shouldn't depend on speed, but armour and metal cost... and not a multiplication either.

Imho, the best formula would be

Code: Select all

Cm*m + Ca*a
Where Cm is a metal mass constant and Ca is an armor mass constant. Imho, this would be the best compromise approach - armor is a very good indicator of how much a unit should weigh - the Sumo bears much heavier armor than similarly-priced units because it is slower, and is physically heavier. Expensive, unarmored units like crawling bombs are still massive.

In cases where a unit has armour-multipliers in certain states, take the mass from the armoured mode - after all, the armour exists either way.
manored
Posts: 3179
Joined: 15 Nov 2006, 00:37

Re: Complete Annihilation News

Post by manored »

zwzsg wrote:
manored wrote:Something like:
"mass = (((Size * x) * HP) / speed) * y"
When there is only multiplications, you don't need to "scale" each variable with its own factor. It's allowed to multiply and divide different between units that have nothing in common. Plus, don't you see that (((Size * x) * HP) / speed) * y is the same as xy*size*hp/speed? However, it is not really clear what you mean by size, could be volume or height or width or max radius or whatever, and maybe you need to "scale" in the sense of choosing an exponent. For instance, assuming all units are diversily sized spheres made of the same material, you'd have mass = k*radius³
Spent too much time winhout maths :)

I think equations based only on mass and cost can screw up those arti units meant to be slow and heavy.

Forget the can stuff, it seens I needed some more experience with then :)
Last edited by manored on 26 Feb 2009, 23:13, edited 1 time in total.
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CarRepairer
Cursed Zero-K Developer
Posts: 3359
Joined: 07 Nov 2007, 21:48

Re: Complete Annihilation News

Post by CarRepairer »

Wow, CA has new sounds for chat and map labels!
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fraghawk
Posts: 75
Joined: 31 Jan 2009, 00:08

Re: Complete Annihilation News

Post by fraghawk »

1.the arm, in my opinion, needs something better for anti air.

Stonehenge anybody?

2. we need something to combat the zenith.
a rocket launch facility that can shoot down meteor fragments in orbit would be good.
The only way to destroy it would be to go in fps mode and fly your f-22 inside it and kill its missile.
btw, it can also attack ground too.
User avatar
Acidd_UK
Posts: 963
Joined: 23 Apr 2006, 02:15

Re: Complete Annihilation News

Post by Acidd_UK »

fraghawk wrote:1.the arm, in my opinion, needs something better for anti air.
You mean besides 2 types of fighter, missile towers, missile trucks, 2 anti air bots (t1&t2), packos, mercurys and aa vehicle lasers?
fraghawk wrote:2. we need something to combat the zenith.
Besides bombers, tanks, MAHLAZOR, gunships, annis, nukes, etc etc etc?
Saktoth
Zero-K Developer
Posts: 2665
Joined: 28 Nov 2006, 13:22

Re: Complete Annihilation News

Post by Saktoth »

Phalanx is actually the best mobile AA in the game, DPS-for-cost, and the best AA period after packo (excl fighters).

Which is actually wrong because someone (Google and Licho namely) have been fucking with it.
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fraghawk
Posts: 75
Joined: 31 Jan 2009, 00:08

Re: Complete Annihilation News

Post by fraghawk »

Acidd_UK wrote:
fraghawk wrote:1.the arm, in my opinion, needs something better for anti air.
You mean besides 2 types of fighter, missile towers, missile trucks, 2 anti air bots (t1&t2), packos, mercurys and aa vehicle lasers?
fraghawk wrote:2. we need something to combat the zenith.
Besides bombers, tanks, MAHLAZOR, gunships, annis, nukes, etc etc etc?
All i want is something besides missels, something that can kill a few planes at once, like the Adv. flack cannon some other mods have.


on the Zenith deal, I mean a defense from it. The core's shields can block MAH LAZER,
but the arms shields cant block meator fragments.
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MidKnight
Posts: 2652
Joined: 10 Sep 2008, 03:11

Re: Complete Annihilation News

Post by MidKnight »

fraghawk wrote: All i want is something besides missels, something that can kill a few planes at once, like the Adv. flack cannon some other mods have.
ever tried tha Pack0? its a machine gun. PS ca core has a flak cannon. Arm's counterpart is the chainsaw missile battery, which btw has different physics from the BA chainsaw. Try it!
on the Zenith deal, I mean a defense from it. The core's shields can block MAH LAZER,
but the arms shields cant block meator fragments
true dat!
but zenith takes a lot of energy to fire. IMO the best solutin would be to wait a couple years for me to make models for and lua up experimental weapons platforms :wink: :wink:
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Acidd_UK
Posts: 963
Joined: 23 Apr 2006, 02:15

Re: Complete Annihilation News

Post by Acidd_UK »

IMHO Mah Lazor / Zenith are meant to be game-enders. There shouldn't be a defence to them except for destroying them or stopping your opponent making them in the first place.
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