Absolute Annihilation: Spring[old] - Page 51

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
NOiZE
Balanced Annihilation Developer
Posts: 3984
Joined: 28 Apr 2005, 19:29

Post by NOiZE »

llt's cost like 80 metal.

but still flashes are too much bang for their buck. 10 flashes easy own 10 instigators, which cost more!

1 flash = 109 metal
1 instigator = 125 metal
Sheekel
Posts: 1391
Joined: 19 Apr 2005, 19:23

Post by Sheekel »

1000th post! [edit] Damn! 1001!

But yes flash tanks do seem rather strong for the price
User avatar
krogothe
AI Developer
Posts: 1050
Joined: 14 Nov 2005, 17:07

Post by krogothe »

Caydr wrote:But if you build 30 mexxes in a row, they don't all explode when one of them gets blown up.
anyone with a 5 mouse button can, and SHOULD avoid mass wind blowup, by simply spacing them a little, same with adv solars and any building that goes boom
j5mello
Posts: 1189
Joined: 26 Aug 2005, 05:40

Post by j5mello »

how do u do that with a 5 button? oh and i agree that flashes need some balancing work. (this is also proof to those nay sayers that say lvl1 is useless against lvl2, flashes still own late into the game)
User avatar
Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Post by Forboding Angel »

this demo is a good exaple of flash power

me vs noize

http://fileuniverse.com/?p=showitem&ID=2348
Andreask
Posts: 282
Joined: 16 Dec 2005, 21:08

Post by Andreask »

Bah, this demo is a good example of Gollie power and how to not use your bombers right. ;)

It was really amazing how you turned that one Forboding. Never thought you would win, but then War bacame too passive.

Awesome game on an awesome map.
User avatar
BigSteve
Posts: 911
Joined: 25 Sep 2005, 12:56

Post by BigSteve »

Noize you need to post a replay of the 10 flashes vs 10 instigator battle in which you say the instigators are completely outclassed.
Im not saying your wrong, I just think you need to show a replay, if the instigators are not being microed that will have an effect on the outcome of the battle for sure.
I lost 4 fidos the other day to 7 peewees because I wasnt micro managing them... :( peewes cost a lot less than a fido hehe... poor me... 4 fidos... dead as door nails...oh the shame! hehe

If you want me too I can dig out the replay, it was a couple of weeks ago though so im nit sure I still have it.
User avatar
Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Post by Forboding Angel »

yah, andre :D I never play 1 vs 1, and when I do I suck.

I made a LOT of mistakes. BTW, IMO my bombers did fine. They were made to die, but they were made to talke out their target as they died as well :D
User avatar
forbidin
Posts: 64
Joined: 19 Jan 2006, 17:55

Post by forbidin »

Beamers own flashes.

DT stops flashes cold. So if you put some DT around ur stuff, problem solved.

Pyros are a great counter to flashes. Flame vs EMG. Will be heavy losses on both sides.

Lv 1 wise, yea, flashes are the best lv 1 unit hands down. Only way to really counter a mass flash attack is to counter with your own.

However, slashers and sams do well against them. Micro it to fan out ur sams/slashers and keep them moving away at all times. This works well, but after the sam/slash nerf, you can't pump them out as fast as you used to, so that almost puts a stop to this way of countering a flash attack.

MT's + slashes used to be great for stoping flashes cold in ota.
User avatar
Min3mat
Posts: 3455
Joined: 17 Nov 2004, 20:19

Post by Min3mat »

MT and samsons used to be virtually the only unit used in OTA after the initial rush.
Chocapic
Posts: 556
Joined: 16 Oct 2005, 03:35

Post by Chocapic »

Min3mat wrote:MT and samsons used to be virtually the only unit used in OTA after the initial rush.
that was quite much because they could fire over each other while here in spring they cant
User avatar
Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Post by Forboding Angel »

Caydr, something that would make my life much easier...

Can you please make it so that the hover construction bot can build both MOHO mexes and UnderWater MOHO mexes? Please?

As of now hovercraft plant is set up as a level 2 plant. Therfore, the hover cons should be able to build moho mexes, above water and below.

It would also help out greatly with some mapping ideas that I have.

Thanks!
User avatar
Min3mat
Posts: 3455
Joined: 17 Nov 2004, 20:19

Post by Min3mat »

that was quite much because they could fire over each other while here in spring they cant
that being my point...
for those who i missed i meant that sammies/MT stopped everything in OTA so why make AA the same...
User avatar
NOiZE
Balanced Annihilation Developer
Posts: 3984
Joined: 28 Apr 2005, 19:29

Post by NOiZE »

is this intended

a tiny copter carying a massive Krog!

Image
IMSabbel
Posts: 747
Joined: 30 Jul 2005, 13:29

Post by IMSabbel »

cute :D

(arent they supposed to be non-transportable? if i had known in the game on monday it would have been over quite a bit faster....)
Chocapic
Posts: 556
Joined: 16 Oct 2005, 03:35

Post by Chocapic »

it has been like that for ages, its one of the things i remember ppl whining about that xta didnt have mech carrier planes..
User avatar
Aun
Posts: 788
Joined: 31 Aug 2005, 13:00

Post by Aun »

A seahook is hardly tiny, it's one of the larger aircraft. =P

The smaller lvl3 units (razorbacks, kargs, the amphibious) should be transportable, but probably nothing bigger then a bantha.
User avatar
FizWizz
Posts: 1998
Joined: 17 Aug 2005, 11:42

Post by FizWizz »

Correction: A Seahook in its original incarnation is not tiny. Caydr's seahook is at least 3-4 times smaller than it was originally. originally it was big/long enough that it could lift an Eon or Epoch (3rd party monster ships) and look convincing.
IMSabbel
Posts: 747
Joined: 30 Jul 2005, 13:29

Post by IMSabbel »

Chocapic wrote:it has been like that for ages, its one of the things i remember ppl whining about that xta didnt have mech carrier planes..
get your memory checked.
People whined A LOT that krogoths WERE air transportable.
Thats the reason this was disabled, as late as 0.60b or so i think.
User avatar
Min3mat
Posts: 3455
Joined: 17 Nov 2004, 20:19

afd

Post by Min3mat »

yeah twas lame. understandable in AA. gives krog a faster speed and is easy to counter (mercury or a few hawks)
Locked

Return to “Game Development”