Absolute Annihilation: Spring 1.46 - Page 6

Absolute Annihilation: Spring 1.46

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Baloogan
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Joined: 15 Jan 2006, 17:52

Post by Baloogan »

Lets get something other than a freaking beamer for arm. Or redo the beamer. 5x range. 1/8x power. That would be cool.
Journier
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Joined: 24 Jan 2006, 19:15

Post by Journier »

yes cool and overpowered?
.funkymp
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Joined: 23 Jan 2006, 22:48

Post by .funkymp »

.funkymp wrote:hey caydr

is the arm requiter (mobile nuke launcher) supposed to fire automatically at anything it wants? hold fire doesnt work for it at all.
it seems to pick out any target in its radius and just keep firing at it if it has the ammo.
*bump*
:wink:

i have a replay where i used them on castles if you want to see them in action caydr, its annoying because the guys base had loads of stuff i wanted to take out, and the requiter kept nuking this mex behind a wall
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NOiZE
Balanced Annihilation Developer
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Post by NOiZE »

also me thinks anti-nuke systems shouldn't be cloaked...

it renders nukes completely useless...

no way to find them , so you can bomb them and then nuke the base :)
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Zenka
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Post by Zenka »

^ However I never cloak my anti-nuke.
If not removed, you could make it very expensive.
Nukes arn't used anymore, only cruize missles and tactical are.
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NOiZE
Balanced Annihilation Developer
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Post by NOiZE »

i use nukes, they are GOOD now
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FizWizz
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Post by FizWizz »

I've had nukes used against me. Trust me, they can be devastating.
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Felix the Cat
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Post by Felix the Cat »

sintri wrote:meh, just a small thing since the begining of release, and a bit even more when 1.42 or around that came out. If you change it great, if not oh well.

Anyways, about specialized weaponary, given that there are some weapons that can never be outfitted to fit general roles (cg dethcharge launchers, you can't really expect to chuck them into the air and down a plane or drop them on a tank and hope to kill it) but most weapons can be used without air only or ground only restrictions. Given most AA missiles won't allow you to fire upon ground targets, there's not much harm in letting artillery cannons attack air as well as restoring annihilators/obliterators the ability to attack air (hell annihilators were great at killing air, crows went down after 2 or 3 hits from one of those platforms and pretty much decimates swarms). Or at the very least, restore all the AA missile platforms their dual purpose status without lock.

worked great for homeworld 2 PDS after Tel'Quessir allowed ion cannons to lock onto fighters instead of capital only (well after you lowered the base hp of fighters and corvettes) great beam of death sweeping across the sky obliterating squads after squads at a time. Course it completely destroyed the point of fighters and corvettes when you altered their base hp, but made great cinematics. Things just took too long to die the way they were, reminds me of galactica when you altered the hps, pds firing everywhere, fighters exploding, clouds of missiles flying towards you.
No on the artillery being able to fire at air. It's that way for a reason. If artillery is allowed to fire at air units, then it will fire at air units... and not hit them... and hit whatever happened to be under the air units at the time, which is likely to be something that you own. Many times, when artillery fires at air units, more damage is caused by the artillery's missed shots than by the air units. For a small flavor of what this is like, build 4-5 missile spiders, put them in the middle of your base, and then have them be attacked by a whole bunch of Hawks or someting - most of the spiders' missiles will miss and come back down to earth and explode in and around your base.
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FizWizz
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Post by FizWizz »

The cloaking Anti-nuke silos is a throw-back to UberHack, when it was too easy for skilled players to hunt out and bomb the crap out of anti-nuke silos before sending their own nukes in.

What is the energy drain of a cloaked anti-nuke silo anyway?
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Comp1337
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Post by Comp1337 »

~~550 IIRC
Flare
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Joined: 13 Feb 2006, 00:11

Post by Flare »

I think a really good idea would be to make it so you could place an advanced mine over a normal one and then the builder units would reclaim the first one automatically and then make the new mine. At the moment you can't queue it at all because to build an advanced on the spot you must first get rid of the old mine.
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SwiftSpear
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Post by SwiftSpear »

FizWizz wrote:The cloaking Anti-nuke silos is a throw-back to UberHack, when it was too easy for skilled players to hunt out and bomb the crap out of anti-nuke silos before sending their own nukes in.

What is the energy drain of a cloaked anti-nuke silo anyway?
This is true, but they are barely a bother to keep cloaked perminently. A skilled player should be able to see an anti nuke hunting run incoming and cloak before it gets there. It costs alot of resources to send a hunting run, it shouldn't be so easily countered.
Journier
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Post by Journier »

the un reclaimable fort wall in AA is still reclaimable btw,

just noticed this... as i reclaimed my fort walls...
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MR.D
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Post by MR.D »

One thing that has been slightly frustrating me is watching people totally bypass using the MOHO lvl2 mines and going straight for the Free Metal makers, they cost less to build and give much more per ammount of money spent.

Why build a moho when you can just make 2 free makers and get roughly the same income.

The cut from the MOHO mex has kinda brought about this strategy, and while yes its in the game, it just seems to cheapen the whole point of converting old mines.

Why bother when you can just build a block of Free Metal and pour out the units?
And don't tell me that Bombers is the answer, once a person gets rolling on that kind of free economy and pushing 12 Kraganath's (the ATV Missle Mech) towards your base every 2 minutes, bombers aren't really an option.

Cruise missles also seem to be the better option as well, they're not interceptable, build faster and have as much effect as the Requiter Mobile nukes or at least close to.
For their cost and for their range, they are far more valuable and make quick work of any base.

Take for example on the map Altored Divide, a Cruise missle set anywhere on the center line can reach the north/south edges of the map, using a full sized Nuke is just for if you can't get that close.
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Molloy
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Post by Molloy »

Trying to scout things out in this mod is alot harder than it was in OTA and Uberhack. For that reason (and the fact you can't flood anti nukes anymore) I think having cloak is a little too powerful. I think Scarabs are the best solution. You can take them out with Brawlers/Hawks but they're bloody tricky to bomb.

What is everybody's opinion on the Core mini buzz artillery truck (I'm sorry, I'm not sure what its correct name is)? I've been winning on small maps tons of times thanks to them. Get three or four of them going and they'll decimate someones front line in seconds. I'm inclined to think maybe we should be making them alot more expensive. I know you need an advanced lab to construct them but they're a hell of alot more economical than fixed artillery like the Punisher/Guardian.
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FizWizz
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Post by FizWizz »

A pack of Tremors can absolutely butcher a defense line, but the thing is that they are also slow, hard to maneuver, and utterly defenseless if you don't have a line of units between your tremors and the enemy line. I haven't had a ton of experience with them, so I won't try to pass judgement on them. In addition to Molloy's question, what do people think of the Tremor as it compares to the Pillager, the 'normal' lvl 2 vehicle artillery?
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Molloy
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Post by Molloy »

I've just been looking at the costs on the AA webpage and maybe the Tremor is fair enough. It costs round about the same as a Goliath. And in fairness 3 or 4 Goliaths make very quick work of defence lines as well, plus they have better armour, manoeverability and general purpose uses. If you made the artillery any less powerful then you'd just opt for Gollies all the time instead.
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Isaactoo
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Post by Isaactoo »

MR.D wrote:One thing that has been slightly frustrating me is watching people totally bypass using the MOHO lvl2 mines and going straight for the Free Metal makers, they cost less to build and give much more per ammount of money spent.

Why build a moho when you can just make 2 free makers and get roughly the same income.
Perhaps their explosion size could be increased like the metal makers (that don't produce for free)...that way they'd be more risky.
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NOiZE
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Post by NOiZE »

also their build time is a lot bigger then moho's

so actually does things slow you down :)
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Deathblane
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Post by Deathblane »

With regards to the pillager I think it does need some kind of a boost. It's only real advantage over the Tremor at the moment is it's price. Except that a Merl costs about the same but has a greater range.
I'm not sure what could be done with the Pillager, maybe make it's shot more powerful, or give it some extra range, or perhaps give it a direct fire mode so it can operate like a tank-destroyer.
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