Absolute Annihilation: Spring[old] - Page 55

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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BigSteve
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Joined: 25 Sep 2005, 12:56

Post by BigSteve »

i agree with krogothe on storage, maybe e storage should hold 3-4 thousand and metal 2500 or something, just a slight increase maybe
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Forboding Angel
Evolution RTS Developer
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Joined: 17 Nov 2005, 02:43

Post by Forboding Angel »

I agree with steve.
I would save it for a future version tho, unless it's jsut that easy to change, however.

I like things the way they are now, therfore in that respect I disagree witht he proposed change.
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krogothe
AI Developer
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Post by krogothe »

Hmmm

Code: Select all

[UNITINFO]
{
	Name=Viper;
	UnitName=CORVIPE;
	BUILDPIC=CORVIPE.DDS;
blablabla
	//    Construction
	Builder=0;
	WorkerTime=100; <-ODD?
Maybe thats the reason why strangely vipers get selected when i use ctrl-b?


and banishers keep killing each other :( any way to set them to fire a little higher, over each other (or simply not fire at each other, holding fire if LOS is blocked)?
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Masse
Damned Developer
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Post by Masse »

caydr... could u add little tiny lasers for scout planes so they could at least do something :roll:

i might consider using em if they could at least try to destroy something :wink:
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Forboding Angel
Evolution RTS Developer
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Post by Forboding Angel »

they are not for destroying masse, they are for peeping and finking. use bombers for once. Seems that arm players have forgotten that bombers DO exist. The arm air plants can build more than banshee's and brawlers ya know.
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mother
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Post by mother »

Forboding Angel wrote:The arm air plants can build more than banshee's and brawlers ya know.
What?! No they cant!
:wink:
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Masse
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Post by Masse »

but every other scout does have a weapon :-) sooo... where's my peeper with a damn lazeeers...

actually i came up with this cause i am spectating a AI match and its very annoing to see a peeper or fink chase bombers for no reason :roll:

:edit: arent moho exploiter a little bit over powered... it seems to own everything at the moment
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Forboding Angel
Evolution RTS Developer
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Post by Forboding Angel »

I dunno why the hell peepers or finks try to attack

you have to set them to hol,d fire

annoying as hell.
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Caydr
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Post by Caydr »

That would've been useful information a few minutes ago! Ah well, there will probably be other things that need fixing... Anyway can't you just set them to hold fire?

Version 1.43 posted:

Code: Select all

1.42 --> 1.43

 Krogtaar weapon AoE increased 50%, impulsefactor increased
  to 2 (1), range boosted 5%, build costs reduced 5%
 Pyro damage increased 10%, HP increased 10%, range increased 5%
  acceleration and brake doubled, turn rate increased 100
 Liche missile AoE reduced to 128 (320)
 Arm nuke buildtime reduced to 120 units, explosion radius
  increased to 1280
 Core nuke buildtime reduced to 180 units, explosion radius
  increased to 1920, damage increased to 10000
 Anti-nuke buildtime reduced to 90 units
 Can speed boosted 10%, HP increased 10%, range increased 5%
 Moho Geothermal explosion size increased
 Bulldog impulsefactor set to 0.5 (1), AoE reduced 25%
 Goliath HP increased 350, weapon AoE increased to 160,
  range boosted 10
 Decoy fusions now have the same health as regular fusions
 Core advanced construction vehicle workertime (how fast
  it builds stuff) increased 50%
 Zeus HP increased 150
 Leveler speed boosted 10%, HP increased 100
 Mercury/Screamer missile explosion appearance made more
  realistic, so its actual explosion radius is visible
  (this is a purely visual thing)
 Juggernaut HP increased 10000, speed increased 10%, rotation
  speed increased 10%, metal cost reduced 5%
 Sumo HP increased 1500
 Pitbull, Viper damage vs aircraft reduced to 26 (56)
 Termite reload rate reduced to 1.1 (1.2)
 Pyros no longer leave a wreck
 Targetting Facility operating cost reduced to 250 energy
 Panther speed, acceleration, brake, HP increased 10%,
  weapon damage increased 15%
 Annihilator reload time increased 10%, HP reduced 15%, damage
  when closed reduced to 0.05
 Maverick speed increased 5%, HP boosted by 100, range
  boosted 5%
 Zipper damage, speed reduced 10%, HP reduced 50
 Adv Solar costs increased 50%, output increased 50%
 Reaper acceleration increased to 0.021 (0.018), speed
  increased to 1.75 (1.72), rotation increased to 345 (329)
  damage increased by 20%, HP increased 750
 Raider HP increased by 125
 Flash HP reduced 50, damage decreased 9%
 Peewee speed reduced 0.15, damage decreased 9%
 Tremor acceleration reduced 20%, HP increased 5%
 LT variant discontinued
 Samson/Slasher damage per second boosted 10%
 Samson set to burst-fire 2 half-strength missiles with a
  reloadtime which is appropriate
 OTA maxwaterdepth of -100 for amphibious units replaced with
  a more realistic -5000 in view of what's possible in Spring;
  this will mean re-pathing all your maps again...
 Moho metal extractor/exploiter output reduced to OTA
  standards
 Construction aircraft/seaplane HP halved, death explosions
  now cause double damage to construction aircraft
 Karganeth metal cost increased 10%
 Bantha metal cost decreased 10%
 Krogtaar metal cost decreased 15%
 Orcone HP increased 10%
 Krogoth HP increased 12%
 Tactical and mobile nuke damage increased to 4000 (3500),
  damage versus superweapons increased to 8000, buildtime
  reduced to 90 units, costs reduced in proportion to
  buildtime reduction (0.75)
 Decoy Commander fake D-gun amd laser are now much weaker, dgun
  now uses the full standard 500 energy per shot, the decoy laser
  now does 80 damage (130) and requires 50 energy per shot to fire
 Real D-Gun damage increased to 50000 per impact, impulsefactor
  set to nill; this should prevent usage of the d-gun as a "moat-
  builder"
 Tactical nukes are now non-interceptable
 Metal maker explosions replaced with energy storage explosions,
  moho metal maker explosions replaced with fusion explosions
 Krogtaar now fires from the correct barrels at the correct
  times
 Hurricane physical size increased 20%, HP increased 30%,
  bomb damage increased 35%, bomb AoE increased 25%, costs
  increased 30%, turnrate decreased by 62, self-defence
  missile strength increased
 Solar metal cost reduced by 30, energy cost reduced by 100
 Wind generator energy cost increased by 100
 Arm and Core construction seaplanes can now both build
  floating flak guns
 VTOL_EMG (Brawler) and MED_EMG (Banshee) weapons are now
  proper, spring-style EMG shots; this is purely a visual
  thing
 Doomsday Machine health bar is now visible at all times
 Banisher HP reduced by 300
 Leveler can no longer damage itself
 Core heavy laser tower reload time increased to 1.2 damage
  per second increased to 250
 Arm heavy laser tower reload time reduced to 0.6, damage per
  second increased to 235
 Big Bertha, Intimidator structure increased in size by
  approximately 25% so they can more easily shoot over small
  obstructions such as units and trees, HP increased by 1000
  each
 Arm "Cronus" aiming script fixed
 Corvette guns now have the proper barrel firing animation
 Penetrator turret height increased
 Inferno, Helios, MRUs, radar/jammer hovers, Mumbo removed,
  total unit count is now 381
 Attack hovercraft now have 40% extra sight range
 Gremlin HP increased by 200, speed increased by 0.2, refire
  rate reduced to 4, damage increased to 350
 Artillery hovercraft now have a range half-way in-between
  L1 and L2 vehicle artillery
 Hovercraft plant costs reduced 25%
 Amphibious complex costs reduced 25%
 Tech 2 factory energy costs increased 200%
 Tech 3 factory energy costs increased 400%
 Gunship explosion damage versus other gunships increased
 Orcone main weapon AoE increased to 48 (40), impulsefactor
  set to 2 (1)
 Fatboy movementclass fixed so it can climb like a kbot
 Arm advanced kbot lab widened 20% to accomodate the larger
  Fatboy movementclass
 Zipper energy cost increased by 2000
 Doomsday machine now takes 0.05 damage when closed (0.1),
  BLoD range increased 10%, reload time reduced 5%,
  ***open/close speed increased***
 Heavy laser turret and floating heavy laser turret HP
  increased by 50%
 Moho Exploiters now open/close faster, their health bar
  is visible at all times
 Instigator and AK now have seperate weapons; the instigator
  is slower firing but with a higher overall damage per
  second
 Gunship damage versus flak units halved
 Flak volume reduced 10 db
 Gimp laser damage boosted by 25
 All construction vehicle HP increased by 50%
 Krogoth/Orcone backback rocket launcher damage increased
  by 100%, fire rate reduced by 25%
 Nuke/anti-nuke metal/energy costs reduced to retain their
  old cost per tick
 Freaker/Consul metal/energy cost increased 35%, buildtime
  increased 25%
 Core moho mine HP increased to 2500 (2000)
 Moho exploiter and moho extractor textures modified so they
  look more similar ingame
 Guardian/Punisher/Ambusher/Toaster can no longer shoot their
  low-trajectory weapon below -25 degrees
 Torpedo launcher weapon speed increased
 Mobile anti-nukes now produce 200 energy and have 1000 energy
  storage
 Gimp removed from core hovercraft plants
 Exploiter HP boosted 150 units
 Vulcan/Buzzsaw/Gantry slope tolerance increased 30%
 Subs are now virtually immune to damage from surface ships'
  regular (non anti-sub) weapons; underwater structures will
  still be vulnerable to this kind of fire, but since they
  are at the bottom of the water rather than just slightly
  below it (as subs are), it should be less of an issue
 Storage building capacities increased
 Forged version updated with proper buildpics
 New commander explosion sound effect
 Warrior HP increased by 50, weapon inaccuracy vs fast units
  reduced 33%, fire rate and damage halved, range increased 30,
  LoS increased 25, movement speed increased 0.9
 Demolisher HP boosted 800, aiming restrictions removed
http://prdownloads.sourceforge.net/ta-a ... p?download
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Argh
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Post by Argh »

I just got done playing a quickie against AAI on Ashap. I played Core. I've played only a bit of AA here and there, so these comments are probably only vaguely useful.

Very fun- only minor wrinkles.

Was able to use a single Goliath to take out AAI's entire base... imho, I'd lower its rate of fire a bit but keep d/sec. same... it would still have proper wrath against buildings and other things, but wouldn't be quite as able to single-handidly niggle defenses by exploiting terrain, and swarms should win, on equal metal, not lose, against a single Goliath, in my opinion. It's really quite important how the subtle difference in the way that Spring's projectiles are handled has made keeping tanks "hull down" much more profitable, especially for units like the Goliath, where they can very easily land attacks on things that are -30 degrees off their groundplate's angle.

The anti-swarm turrets are both nearly useless for their price. If they had an anti-ground function that actually worked OK, and then were nerfed against air somewhat, then they'd be worth building. They do pop planes, sure enough, but for costs... nah.

Rocket towers do the job more consistently, Flak works great.

Double LLTs are like doubling zero- it's still zero. I see no point in building LLTs at all, which is one of the areas where I have to give XTA props. One L1 unit vs 1 LLT should always = dead unit- found that some units will almost always win, especially if terrain allows them to be masked while firing (Hammers, for example). Which basically makes them useless- if they cannot take down twice their weight in metal and buildtime before dying, then I might as well have built two more attackers, because the LLT is never going to contribute to offense. It's the primary cutting-point on defensive-only weapons, imo. Even stacking them together for coverage, they weren't effective enough to ever use in a serious game- a waste of precious workertime.

It's interesting how much of an effect the nerfing on all of the defensive standbys has really had on good ol' TA-style gameplay, but I came away kind've feeling that if I played AA seriously... I wouldn't even bother building the vast majority of defenses, ever. Level 2 defenses are almost worth buying... except that by then, you have serious Air, nukes, and other options, which, again, makes things moot :/

The flame-tank needs to hide its flares, which look rather silly not being hidden (I realise that was probably on purpose, to look like flames, but it doesn't look good at all) and, in my opinion, it should move about half-speed, but get either doubled hitpoints or a autoheal to help it last longer once in contact- because of friendly-fire issues, it'd be pointless to raise the damage, because there's little point in sending a swarm of them... I'd rather that they were much more expensive, but able to single-handidly scare the pants off of swarms, than have them trying too hard to be fast, armored, deadly and relatively cheap, which is how they feel now- in trying to please all possible uses, this unit seems to not have a good niche yet.

Other than that... I really like the small, fast units that have a real point as flankers, the usefulness of the cloaked spotter-posts, and I really enjoyed the Buzzsaw-on-a-truck, although its usefulness as a practical unit is really suspect... it's sooo much fun to watch, spamming away, that I quickly forgot about it. Great fun all around, playing with silly things and spiderwebbing poor AAI very rapidly to death ;) And my minor cavils, above, are just that- it's not that I don't like the gameplay's strong emphasis on mobile attack over strategic control of terrain through assault waves vs. defensive strongpoints... it was just different :-)
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SwiftSpear
Classic Community Lead
Posts: 7287
Joined: 12 Aug 2005, 09:29

Post by SwiftSpear »

Argh wrote:I just got done playing a quickie against AAI on Ashap. I played Core. I've played only a bit of AA here and there, so these comments are probably only vaguely useful.

Very fun- only minor wrinkles.

Was able to use a single Goliath to take out AAI's entire base... imho, I'd lower its rate of fire a bit but keep d/sec. same... it would still have proper wrath against buildings and other things, but wouldn't be quite as able to single-handidly niggle defenses by exploiting terrain, and swarms should win, on equal metal, not lose, against a single Goliath, in my opinion. It's really quite important how the subtle difference in the way that Spring's projectiles are handled has made keeping tanks "hull down" much more profitable, especially for units like the Goliath, where they can very easily land attacks on things that are -30 degrees off their groundplate's angle.

The anti-swarm turrets are both nearly useless for their price. If they had an anti-ground function that actually worked OK, and then were nerfed against air somewhat, then they'd be worth building. They do pop planes, sure enough, but for costs... nah.

Rocket towers do the job more consistently, Flak works great.

Double LLTs are like doubling zero- it's still zero. I see no point in building LLTs at all, which is one of the areas where I have to give XTA props. One L1 unit vs 1 LLT should always = dead unit- found that some units will almost always win, especially if terrain allows them to be masked while firing (Hammers, for example). Which basically makes them useless- if they cannot take down twice their weight in metal and buildtime before dying, then I might as well have built two more attackers, because the LLT is never going to contribute to offense. It's the primary cutting-point on defensive-only weapons, imo. Even stacking them together for coverage, they weren't effective enough to ever use in a serious game- a waste of precious workertime.

It's interesting how much of an effect the nerfing on all of the defensive standbys has really had on good ol' TA-style gameplay, but I came away kind've feeling that if I played AA seriously... I wouldn't even bother building the vast majority of defenses, ever. Level 2 defenses are almost worth buying... except that by then, you have serious Air, nukes, and other options, which, again, makes things moot :/

The flame-tank needs to hide its flares, which look rather silly not being hidden (I realise that was probably on purpose, to look like flames, but it doesn't look good at all) and, in my opinion, it should move about half-speed, but get either doubled hitpoints or a autoheal to help it last longer once in contact- because of friendly-fire issues, it'd be pointless to raise the damage, because there's little point in sending a swarm of them... I'd rather that they were much more expensive, but able to single-handidly scare the pants off of swarms, than have them trying too hard to be fast, armored, deadly and relatively cheap, which is how they feel now- in trying to please all possible uses, this unit seems to not have a good niche yet.

Other than that... I really like the small, fast units that have a real point as flankers, the usefulness of the cloaked spotter-posts, and I really enjoyed the Buzzsaw-on-a-truck, although its usefulness as a practical unit is really suspect... it's sooo much fun to watch, spamming away, that I quickly forgot about it. Great fun all around, playing with silly things and spiderwebbing poor AAI very rapidly to death ;) And my minor cavils, above, are just that- it's not that I don't like the gameplay's strong emphasis on mobile attack over strategic control of terrain through assault waves vs. defensive strongpoints... it was just different :-)
Ugg, you can't balance against AI's. They do too many stupid things that over/underpower specific units.

[edit] Also, def structures in AA aren't there for defence, they are there to supliment base level military units. You build LLT so that 5 hammers within it's range can kill 7 flash, not so that you don't have to worry about attacks at that location any more.
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Das Bruce
Posts: 3544
Joined: 23 Nov 2005, 06:16

Post by Das Bruce »

Moho metal extractor/exploiter output reduced to OTA
standards
Undo now you dolt! :evil:
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NOiZE
Balanced Annihilation Developer
Posts: 3984
Joined: 28 Apr 2005, 19:29

Post by NOiZE »

imo the exploiter's turret turn to slow i mean they are ment for killing raids.. which happen to move fast.. so it's kinda useless now
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Min3mat
Posts: 3455
Joined: 17 Nov 2004, 20:19

Post by Min3mat »

this is way too much to take in.
i'd ignore the big post by that guy coz he said LLT and HLLT were useless, unless they were DRASTICALLY changed from 1.42 that is complete and utter BS
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MR.D
Posts: 1527
Joined: 06 Aug 2005, 13:15

Post by MR.D »

Hllt do a great job so far, llt's never were much good against vehicles and honestly never should be.

Best way to heep Llt's alive vs flashes and instigators is to build a couple dragon's teeth a little ways in front to stop them from surrounding them and even then its questionable.

Everything seems to be alot more fun to use in 1.43 IMO, but I've only gotten time for a couple large games so far.. Core seems to hold its own a little better, its just a few changed strategies and players need to relearn the curve.

Lvl2 seems hard to achieve in most games now, but its a huge boost once you can finally afford it. Rushing right into Lvl2 isn't easy as cake anymore, as it should be..

Lvl2 is more about specifics anyways, you find a strat that you think will work and you play it out.. I'm speaking completely seperate from the Economy factors of Lvl2 of course.

There seem to be alot more options available besides just going into lvl2 and then speed jumping into Lvl3 with Mechs, and that makes it alot more fun.

I barely ever saw players stick it out and finish with Lvl2 in most games, players would just rush to LVL2 so they could afford to build the MechLabs, and it always seemed silly to me as there are so many great units they're missing out on.

People always want to get that Trump card ASAP, and now that might be the deciding factor in Victory/Defeat.

Good work Caydr, I'm going to enjoy the duration of 1.43, its really giving the players new fields of tactics and many more ways to use them than before.
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Masse
Damned Developer
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Joined: 15 Sep 2004, 18:56

Post by Masse »

Albatross torpedo seaplane fires rockets that dont penetrate water :?
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Aun
Posts: 788
Joined: 31 Aug 2005, 13:00

Post by Aun »

I can finally play core again. =D

I haven't used kbots yet, but I think Goliaths have reclaimed there place of honour on the battlefield.
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FizWizz
Posts: 1998
Joined: 17 Aug 2005, 11:42

Post by FizWizz »

I Pity da Foo who don't use LLTs.
In the games that I've played, LLT has proven to be absolutely crucial to early defense and land grabbing. The HLLT is also quite useful too, but I wouldn't say the same about the Arm beaming counterpart. I agree with NOiZE that the exploiters turret turn rate is WAY too slow as it is. you can run in circles around one and take only negligible damage if you attack them right. Currently the only time I have seen them used and be worth it is when built in defensive lines on MetalHeck.
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krogothe
AI Developer
Posts: 1050
Joined: 14 Nov 2005, 17:07

Post by krogothe »

LLTs and especially HLLTs are great, they kill several times their cost in my games!

now to my proposed changes:
-Bladewings (the little paralyzer drones) need to get nerfed against anti-air units, taking 2-4x longer to paralyze them.
-Rocket spider kbots shouldnt fire at air, they just end up causing massive friendly fire mess
-Con vehs should be made 20% faster, con kbots 20% slower, con vehs are still way behind in cost/effectiveness
-Dragon teeth shoul be made 20-30% cheaper and build 50-100% faster, i rarely see good players put them to use since it takes ages and its expensive to set them up.
-Adv solars are way too vulnerable and are actually less efficient than normal solars. Most players will agree with me that being big and bulky (coupled with high HP when closed) is actually a GOOD thing. Id givem 100 energy prodution for their current price.
-Moho exploiters do turn really slowly.
-Beamers do suck.
-Yes anti-swarms are not very cost effective at all compared to missle towers, and saying they lag less cos theres fewer of them is NOT a balance excuse. Most of their missiles are wasted and fly in circlers anyway.
-ADV. Jammer towers are far too easy to build and maintain, all while rendering artillery almost useless. There are spy units and anti-jammer missiles but they arent exactly practical. Id recommend a usage energy increase (2-3x more so its noticeable late game). Yes, mobile units will provide the same coverage for cheaper, but its a lot easier to get close to jamming units does to their lower range, while the big adv towers can sit at the back of the map covering, protecting and hiding your whole base all the while costing less than a metal maker to run.

This is just my opinion of course and i could be wrong just like my grammer and punctuation!
Andreask
Posts: 282
Joined: 16 Dec 2005, 21:08

Post by Andreask »

Nice work!

But, what the hell was wrong with the Warrior?
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