Absolute Annihilation: Spring[old] - Page 16

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.

Moderator: Moderators

Locked
User avatar
Caydr
Omnidouche
Posts: 7179
Joined: 16 Oct 2004, 19:40

Post by Caydr »

Seems plausible, I'll stick with that explanation.
User avatar
Fanger
Expand & Exterminate Developer
Posts: 1509
Joined: 22 Nov 2005, 22:58

Post by Fanger »

well in that case, :shock: ... I could help, I know some scripting.. I suppose..
User avatar
Caydr
Omnidouche
Posts: 7179
Joined: 16 Oct 2004, 19:40

Post by Caydr »

Alright, alright. Here's how it is: Whenever I need anything scriptwise done, Archangel here has proven to be able to do it for me. I'd ask him to do this, but I don't really think it's worth it when I can just make changes to the existing unit rather than rescripting the whole weapon system. Especially when he's got more important things to do, like the Mechwarrior mod not to mention all the favours he's doing for me regarding G/E/M.

If you want to write a replacement (fanger), go right ahead. Email it to me, I'll see if I like it, and consider using it. Do it within the next few days though, time is short.
BadMan
Posts: 146
Joined: 07 Oct 2005, 03:05

Post by BadMan »

I dunno why all the crying about sams and slashers. They have decent range and their missles can track. They do about 50 a piece. They are fine, the only ting is, there isn't a viable counter to them in lv 1, only way to kill them with ease is lv 2.

What you could do is increase the range of the rocko/storm kbots, but lower the damage of their rockets to like 80-90. Maybe in addition to increasing their range, increase the speed of the projectile by like 10-20%.

Don't forget, sams cant shoot over wrek, and dt stops them. Flash tanks work well against sams/slashers. 1 flash tank can kill 1 sam. Another alternative is to increase the movement speed of a flash tank, but also increase its cost some so it doesn't become a super rusher. Flash tanks already move faster than a sam and can dish out more damage over time.

Too many people that dont know how to play OTA don't know how to counter ota tactics.... Sams swarms were very common in ota, but going all sams wasn't the smartest thing. flashes+sams+rockos > sams+sams+sams. Throw in some thuds and stumpies and they can shoot over dt and wrek.

Put DT around your hlts, and the sams cant touch em. an extra 10 sec to add DT around some turrets will help it live longer....Unless its like a stumpie or thud rush.
User avatar
Decimator
Posts: 1118
Joined: 24 Jul 2005, 04:15

Post by Decimator »

So badman, what core unit can kill missile trucks at lvl1?
User avatar
Caydr
Omnidouche
Posts: 7179
Joined: 16 Oct 2004, 19:40

Post by Caydr »

Not that I'm agreeing with badman, as I think that missile trucks are a little too powerful (emphasis on "little"), but as Core I'd use AKs and Instigators. Their weapons are nearly as powerful as EMGs, but they have slightly greater range as well. AKs are also faster than Peewees and reasonably fast compared to Flashes.

Little known fact: Peewees and Flashes have an identical weapon, as do Instigators and AKs.

The "overpoweringnessness" of L1 missile trucks is a bit overstated, but I'll reduce their effectiveness a bit anyways.
Kixxe
Posts: 1547
Joined: 14 May 2005, 10:02

Post by Kixxe »

Okay, umm... great mod and all... just one small qwestion...


Why not change AA to a XTA like buildtree? I mean, could't a level 1 k-bot both build lvl 2 k-bot and lvl 2 vechile plant and lvl 2 aircraft factory?
I myself have been agrevated many times of building a halfuseless level 1 plant in the middle game just to get access to level 2 units of that kind...

I mean, whats the good resons of it staying the way it is now?


....

*Hides*
User avatar
Min3mat
Posts: 3455
Joined: 17 Nov 2004, 20:19

Post by Min3mat »

damn wheres kixxe! if i could see him he'd be due a good flaming. xta buildtree ISN'T a buildtree, its pretty silly. its better than OTA tho i'd prefer it to be in forges like in AA
Kixxe
Posts: 1547
Joined: 14 May 2005, 10:02

Post by Kixxe »

*slaps forehead*

Gah, the forged version! Completly forgot! Sorry, sorry, forget it. Nevermind me...

move along...
BadMan
Posts: 146
Joined: 07 Oct 2005, 03:05

Post by BadMan »

Decimator wrote:So badman, what core unit can kill missile trucks at lvl1?
Slashers.

Gators are ok if u can flank them. IE. when their slashers/sams comes in, use ur units to counter but have a group of gators to try to flank the missletanks. They are faster than them and have decent HP for a raid unit. I wouldn't use AK's cuz they lack the HP to get in close enuff to do some real damage unless u just have a massive amount of them, but then with all that metal u spent on AK's u could have made ur own sams/slashers to counter his. It may be boring to you to have sams vs sams, but at that point it is down to who is the better player. Having UC at that point is what will win the battle. You beat his missle trucks and u can go in deep to do some real damage.

I am not a big fan of core cuz their lv 1 rushers are not as good. If you ask anyone in ota what is the most overpowered lv 1 unit, its hands down the flash tank and not missle tanks. However, massive amounts of missle tanks do stop flashes even if they are stronger. Anyway, back to core... The gator is nothing compared to the flash. The flash can dish out more damage over time than any lv 1 unit (even some lv 2). Don't believe me? I killed sumos with a ton of flash, surround the sumo and the flash just eat his life away. The HP just goes down fast. Try it yourself if you dont believe me. You WILL lose a lotta flash, but they are very cheap and build very fast. Even if you don't kill the sumo the wrek of all the flash tanks will slow it even more.

Complaining how commanders and stuff die to <10 sams is true, for I have done it. However, if thats the only reason why sam tanks are too strong, then you are missing out on the bigger picture. Having the same number or rockos on a comm has the same effect. Their missles may be slower, and half of them will probably miss, but the other half will hit. Their rockets do more damage than a sam so its pretty much the same damage as having 10 sams hit. Rockos out range a comm's dgun as well and can out speed him too. If anything is to be done to a sam, I would ask for a hp reduction. They DO have a lot of life for a lv 1 unit (they have as much hp as a lv 2 kbot and other lv 2 vehicles (or more in some cases)).

Also, be thankful that they can't fire over each other like in OTA or sams would be the bread and butter unit of any army (even in an adv one)

One way to counter the massive sam/slash build up is to use Bladewings to slow their expansion. Bladewings coupled with gators and storms and thuds. Core has a nice advantage going air first as the bladewings can stun the expanding cons. This gives you time to build up, so when they go sams/slashers to help their expansion, u could have already stunted their growth and possible surround them already with a front line of ur own slashers then get some cons to build a box around the enemy. Of course, if they go mass sams from the start it could be hard, but very few people defend their cons well.

If playing a 1v1, good rushing and raiding will stop them from using their sams as an offensive in the first place.

Anyway, those are my thoughts. Try some of those out and see if that helps or not. I'm not trying to bash you Deci cuz I know you are a good player. But sometimes you have to fight fire with fire. If the sams get nerfed too much, the I am willing to guarantee the flash tanks will be the next to get nerfed, or other lv 1 units for that matter. The only thing sams/slash have that other lv 1 units don't have is range. 5 sams will always own 5 rockos due to range. 5 thuds vs 5 sams? Thats a great match up, but someone with really great UC will own the thuds, but it will be a close battle. 5 flashes vs 5 sams, I would bet on the flashes cuz they can close the gap very fast. You might lose 1 flash as you gain on them, but 4 flashes can own 5 sams, their emg weapons are great.

Blah, I ramble too much. Too much ota in my blood hehe :)
User avatar
Caydr
Omnidouche
Posts: 7179
Joined: 16 Oct 2004, 19:40

Post by Caydr »

[changelog outdated, check for a more recent posting]

New version almost done.
Last edited by Caydr on 15 Dec 2005, 05:21, edited 2 times in total.
User avatar
DavetheBrave
Posts: 281
Joined: 22 Jun 2005, 02:52

Post by DavetheBrave »

Messengers and Ambassadors can kill stuff that is underwater. Is this a bug or a feature? I find it very annoying when my fusions start falling as soon as they have sonar coverage(on a map such as rugged divide, for example).
User avatar
Caydr
Omnidouche
Posts: 7179
Joined: 16 Oct 2004, 19:40

Post by Caydr »

It's a Spring bug.
Dwarden
Posts: 278
Joined: 25 Feb 2005, 03:21

Post by Dwarden »

Repulsor builings now require 1250 energy per tick
to operate, regardless of whether they're even
deflecting anything or not
i hope repulsor can be now disabled (on/off) ...
User avatar
FizWizz
Posts: 1998
Joined: 17 Aug 2005, 11:42

Post by FizWizz »

I don't think that is supported in the engine yet.
Dwarden
Posts: 278
Joined: 25 Feb 2005, 03:21

Post by Dwarden »

FizWizz wrote:I don't think that is supported in the engine yet.
hmm build repulsor and give to enemy ... what an evil step ...
User avatar
FizWizz
Posts: 1998
Joined: 17 Aug 2005, 11:42

Post by FizWizz »

the trick is to do it discreetly so that he doesn't notice, but that is an insidious tactic nonetheless. Ifyou ever manage to pull it off on someone, the person deserves it.
BadMan
Posts: 146
Joined: 07 Oct 2005, 03:05

Post by BadMan »

ahahaha, that brings me back! I think that there was a tactic like that on the gnug's website.
User avatar
Min3mat
Posts: 3455
Joined: 17 Nov 2004, 20:19

Post by Min3mat »

Messengers and Ambassadors can kill stuff that is underwater. Is this a bug or a feature? I find it very annoying when my fusions start falling as soon as they have sonar coverage(on a map such as rugged divide, for example).
dave, make a map with deep water! then it should work i think :D we havent got a single nice deep map in spring :P
User avatar
NOiZE
Balanced Annihilation Developer
Posts: 3984
Joined: 28 Apr 2005, 19:29

Post by NOiZE »

green river is really deep!

Commanders can't even run @ the bottom!!
Locked

Return to “Game Development”