Request for aa

Request for aa

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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Forboding Angel
Evolution RTS Developer
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Request for aa

Post by Forboding Angel »

Can we please have a kbot flak unit for lv2?

Both arm and core need this.

Sumo's used to be ok at killing planes, but since the nerfbat struck, I doubt they will do the job anymore.
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Pxtl
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Hmm

Post by Pxtl »

People keep mentioning this. What I don't get is how it's an AA-specific problem. Isn't the same trouble present in OTA and XTA under spring? I guess the point is "don't play maps where you're forced to go K-bot". After all, in OTA, the solution would be "build a vehicle plant".
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Forboding Angel
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Post by Forboding Angel »

kbots kick ass if you know how to use them.

Why resist the addition of a much needed unit?
j5mello
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Post by j5mello »

i second this idea.

kbots definitly need a lvl two flakker to help with anit-air. i know for a fact there are models on coreprime that would fit this well. please add this in for all mod usin the ta units wether it be xta AA or something else.
Doomweaver
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Post by Doomweaver »

How about something a little more interesting. I was thinking of a unit that costs about as much as an Archer and has similar stats. It could even be built at the lvl3 unit gantry, so as not to make aircraft obselete before they need to be. Plus, with only the life of an archer, you can't rely on them completely, because if they are you're only air defence and they get shot down, god help you. Just a thought.
BadMan
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Post by BadMan »

Ummm....the whole point of having kbots and vehicles is mobility and survivability.

Speed vs power.

Kbots will never be like vehicles and visa verse. Besides, having kbots + vehicles makes for a better army than just kbots. If they giving you problems with air, make lv 2 fighters or take a butt load of jethros/crashers. If you play standard AA, going veh enables u to build ur beloved mobile flak, but also bulldogs, gols, pens, merls, and adv. fusion. I love to go kbots too, but I don't just go all kbots. Vehicles are needed to penetrate defenses, to dig deep, to soak damage for ur mavs and whatnot.

If u want mobile flaks and want kbots, play techforge version of AA.
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Pxtl
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Post by Pxtl »

BadMan wrote:Ummm....the whole point of having kbots and vehicles is mobility and survivability.

Speed vs power.

Kbots will never be like vehicles and visa verse. Besides, having kbots + vehicles makes for a better army than just kbots. If they giving you problems with air, make lv 2 fighters or take a butt load of jethros/crashers. If you play standard AA, going veh enables u to build ur beloved mobile flak, but also bulldogs, gols, pens, merls, and adv. fusion. I love to go kbots too, but I don't just go all kbots. Vehicles are needed to penetrate defenses, to dig deep, to soak damage for ur mavs and whatnot.

If u want mobile flaks and want kbots, play techforge version of AA.
I've found the unholy army of Jethro's/Crashers still gets pwned by the unholy army of gunships.
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Felix the Cat
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Post by Felix the Cat »

BadMan wrote:Ummm....the whole point of having kbots and vehicles is mobility and survivability.

Speed vs power.

Kbots will never be like vehicles and visa verse. Besides, having kbots + vehicles makes for a better army than just kbots. If they giving you problems with air, make lv 2 fighters or take a butt load of jethros/crashers. If you play standard AA, going veh enables u to build ur beloved mobile flak, but also bulldogs, gols, pens, merls, and adv. fusion. I love to go kbots too, but I don't just go all kbots. Vehicles are needed to penetrate defenses, to dig deep, to soak damage for ur mavs and whatnot.

If u want mobile flaks and want kbots, play techforge version of AA.
Two words: hilly maps. Just because a map is hilly does NOT mean that anything but air attacks at level 2 are doomed.
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Min3mat
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Post by Min3mat »

hilly maps suck feckin' arse. choke points are sooo annoying....at the least play a map with a few hills but a lot of wide area like road to war
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Forboding Angel
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Post by Forboding Angel »

Why is anyone resisting the addition of a kbot flak unit?

don't you see that it is a GOOD thing to have?
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Caydr
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Post by Caydr »

I'm considering the idea, but please keep posts about AA either in the AA forum or the AA topic here. What kind of statistics would you suggest this unit have?
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GrOuNd_ZeRo
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Post by GrOuNd_ZeRo »

I think he means Anti-Air not Absolute Annihilation ;)

I do second the Anti-Air Kbot idea, I have made some models but they weren't received with much enthuseism, I personally like vehicles over Kbots.
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Felix the Cat
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Post by Felix the Cat »

Maybe make L2 anti-air Kbot shoot like three or four Crasher missiles at a time? That way wek keep the more powerful flak to the vehicles.

And it doesn't particularly matter whether hilly maps suck or not (though I agree that they generally do)... unless we want to say "Absolute Annihilation/XTA is only designed to play on flat maps", it should be made to be able to adapt to hilly maps.
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Forboding Angel
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Post by Forboding Angel »

I disagree zero, I believe that a l2 should have flak

As far as stats, I personally see about say 400 -600 health?

Prolly only 1 flak cannon (so the copperhead and flakker keep their advantage, and also to offset the advantages), and I would imagine a build cost similar to the morty.

THese are just off the top of my head figures. I believe that if you decide to add these you will do well with balancing them, however you choose to :D

thx for the hard work on aa dude, considering it's the only mod I play, I would be a little screwed without the hard work you've put into it :D
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Zoombie
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Post by Zoombie »

Min3mat wrote:hilly maps suck feckin' arse. choke points are sooo annoying....at the least play a map with a few hills but a lot of wide area like road to war
I compleatly dissagree. I love both hilly and flat maps. In a hilly, choked up, convoluted map you can have those bloody battles where every one is hanging onto there tenuious position by there fingernails. But with a hilly map you can stand back and plan you massive battle with tanks and air planes and sutch.

Also any choke point can be overcome by nukes, artillery massive amounts of units, more artilelry or air power. Or subterfuge. Have you tried feints? Cloked units? Sneaking under the cover of radar jamming and blasting? Finding alternate routs? Sneaking crawling bombs around and over the nearest hill and round the back?

Or the old trick of building a lode of units and clogging the enemy base with corpses? Thats always a lark
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Noruas
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ok

Post by Noruas »

If you do want a better anti air kbot, i think flak is alittle over powering for a level 2 kbot, so why not use the weapon of an anti swarm Sam missle abillity for kbot, itd be expensive and hp might be lower, but it might be worth it.
BadMan
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Post by BadMan »

Well, I say a lv 2 flak kbot is still...well...cheesy.

How bout something like a jethro only better. Perhaps make it anti air only and make it launch vollies of aa missles. Up the range to maybe 30% more than a sam/slasher. Basically like a mobile pack0 or chainsaw or an archer ship only nowhere near as effective. Flak would be too powerful. (and redundent IMO)

Maybe use the Madta's RUMAD rocket kbot model. I think thats the one where it launches multiple rocko missles, but has a freaking long reload time. Just tweak the script and weapon type.
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Pxtl
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Re: ok

Post by Pxtl »

Noruas wrote:If you do want a better anti air kbot, i think flak is alittle over powering for a level 2 kbot, so why not use the weapon of an anti swarm Sam missle abillity for kbot, itd be expensive and hp might be lower, but it might be worth it.
Idunno, I think a Flak kbot would be appropriate if it had Can-like speed (but not Can-like armour). That would be neat for Core - a flak-Can. Would also help differentiate it from the peppier flak tanks.
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