Absolute Annihilation: Spring[old]
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You shoot the anti-radar/jamming weapon at radar/jamming, and it destroys them in a large radius, creating both a blackout of your target enemy's early warning system, but also allowing you to see his position on radar. The weapon is designed for late-game fighting when an advantage like that might make or break an attack.
No, you shouldn't need to hit a jamming tower directly for it to work. I've never tested this unit in Spring so it's possible there's a bug with it, I can't say at this point. I'll do some testing and if there's a problem, I'll make sure it's fixed before the next version. Speaking of which, bug reports for 1.42 would be appreciated.
The way the unit is supposed to work is, it destroys radar and jamming (both mobile and stationary) within an extremely large area, comparable to a nuke blast affecting ONLY those specific units. Whether they're aircraft even, they'll be destroyed. The weapon cannot be countered except by destroying its launcher. Anti-nukes will not fire at it.
The way the unit is supposed to work is, it destroys radar and jamming (both mobile and stationary) within an extremely large area, comparable to a nuke blast affecting ONLY those specific units. Whether they're aircraft even, they'll be destroyed. The weapon cannot be countered except by destroying its launcher. Anti-nukes will not fire at it.
- Foxomaniac
- Posts: 691
- Joined: 18 Jan 2006, 16:59
Bug Report :
1. Enemy Units in transport can still function if they have been paralyzed then loaded into the transport, it seems to happen randomly.
Re-Producing : Shoot an enemy unit with Bladewing Paralyze Drone (core) then have a transport load that unit - it doesn't ALWAYS Happen - it has a chance of like 40% happening - and whats even worse is the fact that units can fire from them - a thud was shooting from my transport plane
.
2. Paralyzed enemy Reclaim-Capable units can still reclaim units while they're paralyzed.
3. Note - this may or not be a bug - I tried to comm bomb my friend's base - his flakker hurt my seahook pretty bad then his eradicator finished it off - as soon as my comm went Ka-boom EVERYTHING went kabewm - game-ends when comm is killed wasn't on either.
1. Enemy Units in transport can still function if they have been paralyzed then loaded into the transport, it seems to happen randomly.
Re-Producing : Shoot an enemy unit with Bladewing Paralyze Drone (core) then have a transport load that unit - it doesn't ALWAYS Happen - it has a chance of like 40% happening - and whats even worse is the fact that units can fire from them - a thud was shooting from my transport plane

2. Paralyzed enemy Reclaim-Capable units can still reclaim units while they're paralyzed.
3. Note - this may or not be a bug - I tried to comm bomb my friend's base - his flakker hurt my seahook pretty bad then his eradicator finished it off - as soon as my comm went Ka-boom EVERYTHING went kabewm - game-ends when comm is killed wasn't on either.
- Foxomaniac
- Posts: 691
- Joined: 18 Jan 2006, 16:59
this happens for a long time in quite some mods.Foxomaniac wrote:Another thing :
If you are transporting a con. unit - it can still build - just build normally within the building range - Shazam - While I stole my enemy's Lv1 CORE Kbot (I was arm) I Noticed an LLT popping up in my base
.
Units while being transported can do a lot a things..
-
- Posts: 854
- Joined: 28 Jan 2005, 18:15
I suspect that the stunned then loaded enemy being able to attack has something to do with Spring stopping loaded units from firing while transported merely by stunning them.
The running nanolathe involving functions (building/reclaiming) while stunned/transported sounds like it might be an oversight in the build system.
The running nanolathe involving functions (building/reclaiming) while stunned/transported sounds like it might be an oversight in the build system.
- Foxomaniac
- Posts: 691
- Joined: 18 Jan 2006, 16:59
That shouldn't be... I'll change that.
Guys, I need some suggestions about how to discourage rushing to L2. This isn't what I want the game to be about. I wans L1 combat to last well past the 25 minute mark, and I want it to be as fun as L2 is. Suggestions?
Ideas I've had so far:
further increasing the cost of advanced plants
reducing the effectiveness of units and structures specially designed for swarm defense
Remaining at L1 for longer than the 20 minute mark should NOT be a suicidal move. It should be risky, yes, but it should be possible to defeat an enemy who spends a large portion of his resources on an L2 factory simply by virtue of the fact that you can pump out units much faster than he can if he's spending all his metal/energy on rushing to L2.
AA was not meant to be about L2 rushing. It should be just as risky to jump too soon to L2 as it is to remain at L1 for a while longer than usual.
Guys, I need some suggestions about how to discourage rushing to L2. This isn't what I want the game to be about. I wans L1 combat to last well past the 25 minute mark, and I want it to be as fun as L2 is. Suggestions?
Ideas I've had so far:
further increasing the cost of advanced plants
reducing the effectiveness of units and structures specially designed for swarm defense
Remaining at L1 for longer than the 20 minute mark should NOT be a suicidal move. It should be risky, yes, but it should be possible to defeat an enemy who spends a large portion of his resources on an L2 factory simply by virtue of the fact that you can pump out units much faster than he can if he's spending all his metal/energy on rushing to L2.
AA was not meant to be about L2 rushing. It should be just as risky to jump too soon to L2 as it is to remain at L1 for a while longer than usual.
I dont think theres any prob with the way aa is at the moment -
Its very risky to jump to level 2 early, Ive been caught doing this on 1 or more occasions and lost Ive also caught other players doing it too -
Tbh I wouldnt wanna play a game where combat last for 25 mins before I can make level 2, thats a looong time to fight with the limited numbers of level 1 units...
Its very risky to jump to level 2 early, Ive been caught doing this on 1 or more occasions and lost Ive also caught other players doing it too -
Tbh I wouldnt wanna play a game where combat last for 25 mins before I can make level 2, thats a looong time to fight with the limited numbers of level 1 units...
You could make the lvl1 constructors build a special highly expensive con unit that can only build lvl2 factories, then after you have a lvl2 factory built, the lvl2 cons would be able to build the lvl2 factories. This would help encourage diversity also. -looking at this again, I hate this idea, but I'll leave it here so you can at least see it.
For the making it not suicide to stay at lvl1 longer, I would suggest adding a lvl1 fission plant for that much needed energy. Geos should be preferable to it, but it should be available.
A decent long range lvl1 kbot would help a lot also, it just needs to be able to outrange a HLT and it would be good.
Another possibility is to add the dragon's teeth kbots that I've seen, this would allow a lvl1 player to slow an assault of heavy units. Not sure if this is a good idea though.
Some sort of lvl1 limpet mine similar to a crawling bomb that can attach to enemy units and immobilise them, preferably with the enemy unit still able to fire.
Extreme energy cost for lvl2 factories(drain of 250 or so for each lvl1 con building it), this would make it very difficult to go lvl2 without a couple geos or fission plants up. Essentially, if you didn't have a couple of advanced energy plants, you'd be risking an energy stall, making you very vulnerable. This would also mean that by killing a fission plant, you would be greatly delaying their first lvl2 factory. Furthermore, this means that the more power income you've built up before going lvl2, the faster you would be able to do it, allowing people to stay lvl1 longer.
A lvl2 tank destroyer may also help, such a beast would have a lot of armor, be slow and slow to turn, and have a limited firing arc and long reload, but do huge amounts of damage with zero AOE. It would be inneffective against fast units due to its slow turning and lack of AOE, but it would only need to fire 2-3 times to kill a gollie or bulldog. This would allow someone who got to lvl2 late to build a unit to effectively counter a goliath rush(I'm looking for a unit that can effectively block tanks and destroy them cost for cost. I am aware that morties are a very good tank counter, but they can't block gollies, they have to keep running away.)
For the making it not suicide to stay at lvl1 longer, I would suggest adding a lvl1 fission plant for that much needed energy. Geos should be preferable to it, but it should be available.
A decent long range lvl1 kbot would help a lot also, it just needs to be able to outrange a HLT and it would be good.
Another possibility is to add the dragon's teeth kbots that I've seen, this would allow a lvl1 player to slow an assault of heavy units. Not sure if this is a good idea though.
Some sort of lvl1 limpet mine similar to a crawling bomb that can attach to enemy units and immobilise them, preferably with the enemy unit still able to fire.
Extreme energy cost for lvl2 factories(drain of 250 or so for each lvl1 con building it), this would make it very difficult to go lvl2 without a couple geos or fission plants up. Essentially, if you didn't have a couple of advanced energy plants, you'd be risking an energy stall, making you very vulnerable. This would also mean that by killing a fission plant, you would be greatly delaying their first lvl2 factory. Furthermore, this means that the more power income you've built up before going lvl2, the faster you would be able to do it, allowing people to stay lvl1 longer.
A lvl2 tank destroyer may also help, such a beast would have a lot of armor, be slow and slow to turn, and have a limited firing arc and long reload, but do huge amounts of damage with zero AOE. It would be inneffective against fast units due to its slow turning and lack of AOE, but it would only need to fire 2-3 times to kill a gollie or bulldog. This would allow someone who got to lvl2 late to build a unit to effectively counter a goliath rush(I'm looking for a unit that can effectively block tanks and destroy them cost for cost. I am aware that morties are a very good tank counter, but they can't block gollies, they have to keep running away.)
Last edited by Decimator on 28 Jan 2006, 21:00, edited 2 times in total.