Absolute Annihilation: Spring[old] - Page 4

Absolute Annihilation: Spring[old]

Discuss game development here, from a distinct game project to an accessible third-party mutator, down to the interaction and design of individual units if you like.

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AlienDNA
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Joined: 19 Sep 2005, 13:23

Post by AlienDNA »

The core sabot aircraft fires it's missiles straight away, so you can't hit the ground in front of you while in first person. When giving it a regular attack-order, the first missile usually flies over the target, while all following missiles are aimed correctly.

Arm Liche rockets hardly ever fire the first fly-over. I have seen this happen quite regularly. When in first person, firing is even harder. After they turn around, it still happens sometimes that they refuse to fire a rocket. I have seen this happening while attacking a krogoth, but also attacking normal defenders and bombing field-metal extractors. Perhaps altitude is an issue, because when coming in from high, you'll never hit with the bomb.

I found the Krogtaar's weapon a bit weak, compared to the sheer violence Arm level 4 bots can unleash.
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NOiZE
Balanced Annihilation Developer
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Post by NOiZE »

AlienDNA wrote: I found the Krogtaar's weapon a bit weak, compared to the sheer violence Arm level 4 bots can unleash.
Yeay the Krog should win in a 1v1 with a ocrone, which he doesn't atm..

owh and we want nice load screens :D
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Caydr
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Post by Caydr »

Decimator wrote:Would it be possible to make the nanolathe towers separate structures instead of having a base on them? I find myself selecting the base instead of the tower a lot. Rather annoying.
This is possible, now that you mention it. I'd forgotten Spring doesn't require "support structures" for static units.
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Pxtl
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Post by Pxtl »

Caydr wrote:
Decimator wrote:Would it be possible to make the nanolathe towers separate structures instead of having a base on them? I find myself selecting the base instead of the tower a lot. Rather annoying.
This is possible, now that you mention it. I'd forgotten Spring doesn't require "support structures" for static units.
I look forward to using hovercraft transports to relocate my nanotowers, and occaisionally seeing nanotower hurtle through the air when sitting too close to an explosion. :)
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Caydr
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Post by Caydr »

Ehh... I'll be setting them to notransport, I think.

New version coming out within a couple days. Will aggressively discourage the use of commanders as offensive units! Also it should balance out lasers against aircraft a bit. Maybe fix the leviathan movementclass bug and "blue00" missing texture.
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Caydr
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Post by Caydr »

Here are my changes so far:

Changelog 0.23 --> 0.3

Reduced Arm and Core Commander HP to 4000 (6000)
Increased Arm and Core Decoy Commander HP to 4000 (3000)
Heavy Laser turrets now do 350 damage to both Commanders (150)
Arm and Core HLTs boosted to 600 and 620 range, respectively (540,
550)
Arm and Core LLTs boosted to 440 and 450 range, respectively (340,
330)
Arm "Beamer" range boosted to 445 (370)
Arm "Beamer" damage boosted to 25 (21)
Arm "Beamer" damage versus Commanders increased to 50 (21)
Arm "Beamer" reloadtime increased to 0.1 (0.01)
LLT damage against Commanders boosted to 200 (60)
Radical, Blocker damage vs Commanders boosted to 450 (200)
"Guardian", "Punisher" damage vs Commander boosted to 620 and 680
respectively (310, 340)
"Ambusher", "Toaster" damage vs Commanders boosted to 560, 610
respectively (280, 305)
Core "Doomsday Machine" BLoD damage vs Commanders reduced to 1333
(1499)
Arm "Annihilator" BLoD damage vs Commanders reduced to 1333 (1499)
"Pitbull", "Viper" damage vs Commanders boosted to 420, 540
respectively (210, 270)
Core "Dragons Maw" damage boosted to 10 (7)
Arm "Dragons Claw" range boosted to 440 (400)
Core "Dragons Maw" range boosted to 410 (350), randomdecay reduced
to .2 (.3)
Arm "Dragons Claw" reloadtime reduced to 1.15 (1.35)
"Dragons Claw", "Dragons Maw" closed damagemodified decreased to
0.075, maxdamage reduced to 1100, 1200 respectively
"Dragons Claw" damage vs Commanders boosted to 390 (195)
"Dragons Maw" damage vs Commanders boosted to 20 (10)
Core "Moho Exploiter" rocket damage vs Commanders boosted to 750
(375)
Core "Behemoth" weaponvelocity reduced to 630 to reduce exploitation
Core "Behemoth" damage vs Commanders increased to 900 (450)
Core "Firestorm" damage per second increased to ~240 overall
Core "Firestorm" damage vs Commanders increased to 20 (10)
Nuke damage vs Commanders increased to 3000 (1900)
TacNuke damage vs Commanders reduced to 2000 (3500)
"Pitbull", "Viper" ranges boosted to 730, 750 respectively (580, 610)
Arm "Liche" weapon tolerance increased
"Liche" damage versus self limited to 100 (4500)
"Hyper Radar" jamming ability removed
"Dragon Eye" units can now be built almost anywhere; 20 maxslope (0)
Core "Gimp" fires torpedo properly now
Fixed Leviathan bug
Fixed "Unknown texture panel blue00"
Fixed difficulty in picking nanolathing modules (as opposed to their
bases)
"Krogoth" will now beat "Orcone" in a one on one fight
Laser weapons are now inaccurate against aircraft

----

Basically, the idea is: don't use your commander as a one-man-army anymore...
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TA 3D
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Post by TA 3D »

Caydr, there is a problem with the nano tower build patforms not allways building a nano or other tower. They just sink into the ground with the build tower pic with a number on it and do nothing.

Also one small thing, The adv arm alien tech fusion reactor and one other unit have missiong textures.
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Caydr
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Post by Caydr »

TA 3D wrote:Caydr, there is a problem with the nano tower build patforms not allways building a nano or other tower. They just sink into the ground with the build tower pic with a number on it and do nothing.

Also one small thing, The adv arm alien tech fusion reactor and one other unit have missiong textures.
First one, will be eliminated in the next version. The building is too close to another building and decides not to build anything on account of that.

I'll make sure to check that texture error. Don't want any more of those... Thanks
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Caydr
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Post by Caydr »

Didn't see that texture error, so I must've fixed it earlier.

New version posted, 0.3. Changelog is a few posts up, plus:

Nanolathe platform removed, Nano Turret is now directly-buildable
"Keeper", "Overseer" plasma deflection costs doubled.
Last edited by Caydr on 28 Oct 2005, 09:37, edited 1 time in total.
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NOiZE
Balanced Annihilation Developer
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Post by NOiZE »

could u please put it up FU, it's a lot easier for a lot of ppl.
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Caydr
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Post by Caydr »

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NOiZE
Balanced Annihilation Developer
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Post by NOiZE »

Caydr wrote: "Krogoth" will now beat "Orcone" in a one on one fight
well he wins, but just barely..
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AlienDNA
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Joined: 19 Sep 2005, 13:23

Post by AlienDNA »

Ah, I like the weakening of the commander. Although as a commander he shouldn't be weak, I was playing a while back against a guy that used his commander as a one man army to guard a pass. I couldn't even crush him with the weaker level 4 core-bots, because no matter what units I threw at him, he rushed from behind his cover and d-gunned everything. So frustrating!

It also looks like defences have become better against rushing with the range increases. Good. I like the somewhat longer games, where it becomes a game of economy just as well as a game of tactics. And it's always nice to show some muscle instead of numbers :).

I'll try this asap.
IMSabbel
Posts: 747
Joined: 30 Jul 2005, 13:29

Post by IMSabbel »

yeah, commanders were a _BIT_ strong, especially with experience enhanced HPs
(dgunning a few units gave them 9-10k hp without much problems. At that point, even a orcone couldnt run away fast enough :D )
Doomweaver
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Joined: 30 Oct 2004, 14:14

Post by Doomweaver »

I find the basic AA weapons (Defenders and Pulverizers, not AA as in Absolute Annihilation) are a little weak. Does anyone else find this?
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Pxtl
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Joined: 23 Oct 2004, 01:43

Post by Pxtl »

Caydr wrote:Here are my changes so far:

Changelog 0.23 --> 0.3

snipped
I notice a lot of changes recently have been pumping up weapon ranges (flamethrowers, dragon's claw, etc.). I think you need to be careful with that - already in AA:Spring I find I have to scroll out to an obscene distance to take in the nature of a battle because of AAs long-ranged units, particularly when you have units like the Screamer in play that pwn the whole sky. Be careful that your short ranged weapon upgrades don't end up forcing you to lengthen the range of the long-ranged weapons.

I miss being able to use a zoom level that lets me distinguish between my small k-bots.
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AlienDNA
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Post by AlienDNA »

About weak Anti Air-weapons, in OTA a flakker really rips through a legion of brawlers, because the explosion generated by each shell would rip through all of them.

The Copperhead has to work to put a dent in a single brawler, let alone be an effective form of defence to 40 of them, as they flew over my base and tore it down...

Perhaps this could be tuned as well?
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Caydr
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Post by Caydr »

Mercuries, Screamers will have their range and fire rate reduced in the next version. The reason these figures are so good right now is because in OTA they'd constantly miss. (didn't have fancy physics and whatnot..)
AlienDNA wrote:About weak Anti Air-weapons, in OTA a flakker really rips through a legion of brawlers, because the explosion generated by each shell would rip through all of them.

The Copperhead has to work to put a dent in a single brawler, let alone be an effective form of defence to 40 of them, as they flew over my base and tore it down...

Perhaps this could be tuned as well?
Yeah, to be honest I've always been a bit disappointed with the mobile ones. I'll probably give them a full, regular flakker gun in the next version.
BadMan
Posts: 146
Joined: 07 Oct 2005, 03:05

Post by BadMan »

Well this isn't really a bug, but its more of a complaint.

The Core Karganeth: When MADTA released it, it was 3x more powerful than the krogoth, was bigger, looked cooler, had longer range, and 3 powerful weapons, and can beat 3 krogs in a 3v1 fight. The Arm Orcone, also by MADTA, was a counter unit for the Karganeth, but the karganeth could still beat it 1v1.

In the Spring AA, I was all excited when I saw the Karganeth was in it, only to be very disappointed. The unit is only a small little thing. It still has the great detail that MADTA put in it, but its extremely weak for a lv 4 unit (and tiny to boot). Personally, I think the krogoth and Karganeth roles should be swapped, and give the Karganeth 90k life. It was supposed to be Core's most powerful unit (thats still balanced...not something like the beelzebub)

So basically I guess I am asking, please give the Karganeth back its power and coolness, cuz right now its almost a useless unit in AA when it was originally a show stopper.
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Pxtl
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Post by Pxtl »

Caydr wrote:Mercuries, Screamers will have their range and fire rate reduced in the next version. The reason these figures are so good right now is because in OTA they'd constantly miss. (didn't have fancy physics and whatnot..)
AlienDNA wrote:About weak Anti Air-weapons, in OTA a flakker really rips through a legion of brawlers, because the explosion generated by each shell would rip through all of them.

The Copperhead has to work to put a dent in a single brawler, let alone be an effective form of defence to 40 of them, as they flew over my base and tore it down...

Perhaps this could be tuned as well?
Yeah, to be honest I've always been a bit disappointed with the mobile ones. I'll probably give them a full, regular flakker gun in the next version.
Sounds good - but I always felt that their brutal inaccuracy was a better balance. For example, it would make them better for fighting midfield brawlers (which are tricky) instead of oncoming Bomber onslaughts (which can be handled many other ways).
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