Absolute Annihilation: Spring[old] - Page 45

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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Andreask
Posts: 282
Joined: 16 Dec 2005, 21:08

Post by Andreask »

Can you plz make it so Berthas dont hit objects that are under-water?

I find it rather annoying, that an underwater base can be taken out by a few stray hits while not being able to defend itself.
Konane
Posts: 35
Joined: 27 Jan 2006, 13:07

Post by Konane »

I suggest some range and cost increase for banisher to make it more effective against mechs(it is decent already). Also I think it would be cool to have some advanced jammer vehicle(perhaps combined with anti nuke or some other ability). It would have decent health and cover radius(and be quite expensive) so it would be useful for supporting late game base assaults. The curent mobile jammers get killed really fast so in late game they usualy dont survive the first artillery barage. In naval maps we have a useful multi purpose ship(air carrier), so why not something like that for land as well?
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Caydr
Omnidouche
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Joined: 16 Oct 2004, 19:40

Post by Caydr »

Hm.. not a bad idea, I guess.

As for berthas hitting underwater, I can't help that.
Drexion
Posts: 53
Joined: 15 Dec 2005, 19:11

Hmmm

Post by Drexion »

Some of the changes look interesting... I'd like a small extention to the level 1 "phase" of the game (emphasis on small hehe).

1) Caydr, I don't see much point in raising adv solar output 50% and cost by 60%...How about you just raise the cost by 5%? hehe. I don't want it to take 50% longer to put out my first adv. solar ;).

2) Be aware that these changes will affect the level 1 kbot vs vehicle balance drastically. Right now, level 1 kbots are better for economic expansion (cheaper con bots, cheaper units, tactical flexibility)...But level 1 vehicles are stronger. This has been fairly well balanced. The kbot route *has* to go level 2 before the level 1 vehicle economy route is "developed" so as not to be overwhelmed. As an ARM player, I initially thought the kbot route was stronger...but i've grown to like the vehicle route too...But then again, I have consuls to look forward to ;). For ARM, I think they are both fairly well balanced (CORE vehicles needs to use nano towers and those do NOT cut it for moho building...So I'd say CORE kbots is superior). Anyhow, by extending the level 1 "phase", you are giving the vehicle route economy more time to become "developed" and crush the kbot route. I'm afraid, depending on how much longer the level1 phase becomes, that this will tilt things too far in the vehicle direction. Gotta be careful about that, specially as its a "nebulous" concept that is hard to test for without strong beta-testing.

3) I agree with BigSteve that the core goliath could use a small boost...The last nerf was a tad too big.

4) Since we are extending the level 1 "phase", please increase the delay between commander dgun shots. Level1 units have a tough time overwhelming a commander.

-Drexion
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Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Post by Forboding Angel »

How about this...

Make the comm fire the dgun more slowly, but give him an hlt laser on his other arm...

Just a suggestion. The laser he has at the moment is quite useless.

Or maybe even give him the beamer laser weapon. Also, you might wanna increase the range of the laser on his arm.

These are just offhand suggestions, don't take them too seriously.
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Dragon45
Posts: 2883
Joined: 16 Aug 2004, 04:36

Post by Dragon45 »

The laser that the commander currently has is more than adeeuqate. It's good at stopping 99% of rushes. It can even shoot down Banshees and Bladewings! Many a time have I used my commander to shoot down banshees and Bladewings by those dum-dums that try and rush with them.


DGun is fine. Commander is fine :P
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BigSteve
Posts: 911
Joined: 25 Sep 2005, 12:56

Post by BigSteve »

I agree with Dragon
Comm is perfect at the moment dont think he needs changing - hes a legend! hes on my hero :wink: wall alongside Quincy colombo and dick van dyke - if you change him... I'll have to take him down :( i dont waant too!

Shit- almost forgot.. Ba baracus is up there too.. phew that was close..
Chocapic
Posts: 556
Joined: 16 Oct 2005, 03:35

Post by Chocapic »

The laser he has at the moment is quite useless.
it isnt, it owns pretty fast peewees and jeffys for instance, for more then that if have ur baby (dgun).

(Note: comparing for instance with xta comm laser its a ownage laser... (both in range and damage))

btw 1 more note and this one is funny: you should see IownU play, he gets 10000hp with his comm . comm+cloak+dgun=uber mega ownage
tanelorn
Posts: 135
Joined: 20 Aug 2005, 09:55

Post by tanelorn »

That reminds me. Whenever I use bladewings they are terrible at engaging targets. I think their engagement radius is too small. Other gunships do a great job of finding and attacking targets along their patrol routes. Bladewings ignore targets more often than not. And since you typically use a swarm of them, you don't want to have to manually pick targets for them.
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Isaactoo
Posts: 124
Joined: 08 Dec 2004, 21:53

Post by Isaactoo »

Caydr wrote:As for berthas hitting underwater, I can't help that.
Couldn't you just make most weapons do zero damage to fully submerged units?
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Nemo
Spring 1944 Developer
Posts: 1376
Joined: 30 Jan 2005, 19:44

Post by Nemo »

Only weapons with a large AoE would need changing.

If there's still a problem with Armor.txts being huge slowing down spring, then I'd say this isn't a big deal. If a bertha can actually hit a sub, it deserves to die.
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Caydr
Omnidouche
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Post by Caydr »

I could make subs take no damage from bethas etc, but I think the issue he had was with "bases" being destroyed... and that would involve categorizing like 50 underground structures into a new armour class... guess I could do it but meh... :(
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DoubleNeg
Posts: 24
Joined: 31 Jan 2006, 07:58

Post by DoubleNeg »

I have a minor bug (or maybe a feature?)

ARM con seaplanes can build thier floating flak gun, but CORE Con Seaplanes can't. They don't get anything instead of it, they just don't get it.
sergey
Posts: 25
Joined: 16 Oct 2005, 19:32

Post by sergey »

first idea.

after you get to lvl2 - lvl1 units are just nothing. they can't help exept may be minelayers and fredoom fighters.

So why not to give lvl1 factories an expencive unit which cant't build in beggining of game becose it is too costly, but will be ok to load lvl1 factories when you reached lvl2.

second idea.
I dot realy like current situation with nukes and antinukes. nobody is using them activly, but they can be very strategic and effective stuff to make game fun. =) why not to make nukes less expencive? give them faster build rate? may be bigger damage area?

third idea.
I want really effective cloacked units. Now the cloacking tanks we have are very very uneffective - everybody see them fast and they do too small damage. Why not make them stronger and decrase the radius people can see them? They then will become real raiding force on lvl2 and people will start using walls/some sort of detectors to find them. That will give another demencion in game like it was in starcraft..
Doomweaver
Posts: 704
Joined: 30 Oct 2004, 14:14

Post by Doomweaver »

"after you get to lvl2 - lvl1 units are just nothing. they can't help exept may be minelayers and fredoom fighters."

That's a load of crap! Their roles changes, sometimes subtely other times drastically, but they never become obselete.


"I dot realy like current situation with nukes and antinukes. nobody is using them activly, but they can be very strategic and effective stuff to make game fun. =) why not to make nukes less expencive? give them faster build rate? may be bigger damage area?"
Agreed, nukes take FOREVER to build. I am not aloud to play computer for more than an hour a day, so nukes taking fifteen minutes to build or whatever it is is rediculous.

"I want really effective cloacked units. Now the cloacking tanks we have are very very uneffective - everybody see them fast and they do too small damage. Why not make them stronger and decrase the radius people can see them? They then will become real raiding force on lvl2 and people will start using walls/some sort of detectors to find them. That will give another demencion in game like it was in starcraft."

Make them a bit better, but not too much, I don't want this to turn into starcraft :). (That would have been a lot funnier if I had somehow made it work with warcraft III the frozen piece of shit, but anyway, you get what I mean)
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Caydr
Omnidouche
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Joined: 16 Oct 2004, 19:40

Post by Caydr »

DoubleNeg wrote:I have a minor bug (or maybe a feature?)

ARM con seaplanes can build thier floating flak gun, but CORE Con Seaplanes can't. They don't get anything instead of it, they just don't get it.
Will be fixed certainly. I thought I'd fixed all these build menu glitches... I hope this is the last one.

As to the rest of the stuff, I'll consider it. I could improve arm's cloaked tank a bit, that's no problem, but does core even have a cloaked fighting unit?
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Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Post by Forboding Angel »

Caydr wrote:...but does core even have a cloaked fighting unit?
nope. Sumo used to, but it cost so much that I never used it.

For something that moves at .5 normal speed and costs 5 x as much to cloak while moving, it's not worth it.

BTW the can SHOULD have the same range as a thud. It's pretty much worthless right now. Moves too slowly to do anything useful other than take hits. Unless your opponent is retarded.

Hey caydr, I have an idea that will go against all normal thought process but...

Give the core lv 1 kbot factory the can with the same stats and same cost.
Give the core lv1 Vehicle factory, the reaper, same costs same everything.

Give the arm lv 1 kbot lab the maverick. Same stats etc.
Give the arm lv 1 veh factory the raider. Same stats etc.

I believe that doing this will give you the gap you are looking for. However, please for the love of god give the can as much range as the thud. There's a reason I never use them.
kvdd
Posts: 25
Joined: 27 Jan 2006, 23:44

Post by kvdd »

when i use NTAI_0.29.dll for bots, with Absolute Annihilation: Spring 1.42S, then the bots make a much mills and metal extractors, and 10 Kbots.

THEY ARE NOT STRANGE!

If i play XTA 0.66 then i have a good enemey, and it plays fine.

How can it be?
Chocapic
Posts: 556
Joined: 16 Oct 2005, 03:35

Post by Chocapic »

kvdd wrote:when i use NTAI_0.29.dll for bots, with Absolute Annihilation: Spring 1.42S, then the bots make a much mills and metal extractors, and 10 Kbots.

THEY ARE NOT STRANGE!

If i play XTA 0.66 then i have a good enemey, and it plays fine.

How can it be?
you should post this in the right forum -> ai forum
kvdd
Posts: 25
Joined: 27 Jan 2006, 23:44

Post by kvdd »

Chocapic wrote:
kvdd wrote:when i use NTAI_0.29.dll for bots, with Absolute Annihilation: Spring 1.42S, then the bots make a much mills and metal extractors, and 10 Kbots.

THEY ARE NOT STRANGE!

If i play XTA 0.66 then i have a good enemey, and it plays fine.

How can it be?
you should post this in the right forum -> ai forum
But... i dont have that problem with XTA, only with Absolute Annihilation: Spring 1.42...

Nobody have an idea? :cry:
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