Absolute Annihilation: Spring 1.46
Moderator: Moderators
Wtf? Spamming con vehs for economy? surely metal generators and winds are cheaper? theyre fine as they are, cons need to make some resources so you can still (unlikely) come back with just a con unit. It would suck if you had a con and couldnt build because you ran out!
I dont think tremors should be nerfed at all from what they are now...
I dont think tremors should be nerfed at all from what they are now...
The problem is the volume and cost/benefit. I was in the game TM mentioned, and despite being a rather bad n00b, I was able to follow what was going on when I went back and looked more closely. TM basically had a field of advanced construction vehicles in his base, and was (eventually) out-producing everyone else on his team.krogothe wrote:Wtf? Spamming con vehs for economy? surely metal generators and winds are cheaper?
Heck, just look at the advanced construction vehicle: +1.2M / +45E. That's a metal patch with a regular mex and two solars in a smaller, mobile package that can also build.
Harvesting cons for resources? O_O Foolish to say the least, at least on most levels... factories should produce cons, but as a general gameplay tip, factories should crank out 1 con every 10 offensive untis or so, otherwise you're just porcing. Set cons to build resource structures and fuel additioanl growth (use nanoturrets to assist factories until you get FARKs and Freakers).
- DavetheBrave
- Posts: 281
- Joined: 22 Jun 2005, 02:52
If you are using your factory to make cons instead of offensive units, you will get beaten by any half-decent player.
Personally, i like how there is a slight advantage to using more cons instead of just spamming units.
Personally, i like how there is a slight advantage to using more cons instead of just spamming units.
I have noticed this change as well(which is due to the increase of range for the hlt). They are now only useful in situations when they have hills or wreckage as cover...they need a range boost imo.The lvl 1 artillery "shellshocker" has a range as small or smaller than a lvl 1 HLT. That makes it somewhat useless.
actually for 1 thing, i did a few tests with con bots
(for kbots) since thats all i ever use.
For a lvl 1 con bot i think i remember the numbers coming out to be like 4 minutes to pay for itself in just producing metal.
They are cheap and once in a while in lvl 1, ill just pump 15-20 of them and after im done using them etc for economy in lvl 1, i let them sit in the back of my base in a big mass :) they are making me free energy +metal after 4 minutes. In non serious games though.
Same goes for the advanced con bots. i think they took an additional 30 seconds to pay off or something.
Why do you guys now want to make vehicle con's worse? they already cant climb hills etc.
and seriously if your gonna sit there massing 10-20 advanced vehicles while everyone else is making an army to break into your base your gonna die :) or be severely behind for the long term.
(for kbots) since thats all i ever use.
For a lvl 1 con bot i think i remember the numbers coming out to be like 4 minutes to pay for itself in just producing metal.
They are cheap and once in a while in lvl 1, ill just pump 15-20 of them and after im done using them etc for economy in lvl 1, i let them sit in the back of my base in a big mass :) they are making me free energy +metal after 4 minutes. In non serious games though.
Same goes for the advanced con bots. i think they took an additional 30 seconds to pay off or something.
Why do you guys now want to make vehicle con's worse? they already cant climb hills etc.
and seriously if your gonna sit there massing 10-20 advanced vehicles while everyone else is making an army to break into your base your gonna die :) or be severely behind for the long term.
Regardless of whether it is really as bad as he claims, I'm going to reduce con units' free resources by about half or so.
Code: Select all
Circular Saw/Eradicator energy cost per shot eliminated
Torpedo launcher reload time reduced 25%, firepower reduced 15%,
turnrate increased
Metal generator metal output reduced to 1, energy cost increased 25%
Bertha/Intimidator slope tolerance increased 30%
Instigator turret rotation speed increased 33%, costs reduced 5%,
weapon range boosted 5%, damage per second increased 5
Anti-nuke speed decreased
Recluse no longer fires at aircraft
Anti-nukes can no longer be cloaked
Pillager reload time reduced 10%, costs reduced 15%
Tremor energy cost increased 40%, metal cost increased 25%, build
time increased 20%
Flash damage per second reduced by 10, costs increased 5%
Peewee damage per second reduced by 10
Radar Tower radar range reduced 25%, Advanced Radar Tower radar range
reduced 15%
Jethro/Crasher movement speed increased 10%
AK/Gator accuracy vs. fast units improved
Guardian/Punisher range reduced 25, Ambusher/Toaster range
increased 25
Mobile tacnuke launcher movement speed reduced 25%, HP increased
by 3000
Leveler refire rate reduced 5%
Catapult costs increased 25%, inaccuracy (wobble) increased slightly
Moho mex extraction rate increased to 0.35 (0.3, and was previously
0.5)
"With Anti-Nuke" added to carrier description to help newbies
Mercury, Screamer firing rate doubled, damage halved
Fatboy range increased 10%
Maverick LoS increased 25%, HP increased 50
Submarine HP increased 25%, torpedo damage increased 15%
Cruiser HP increased 15%
Phalanx/Copperhead HP boosted 20%, movement speed increased 10%
Demolisher damage increased 10%, LoS boosted 15%
"REAL_DOOMSDAY" weapon missing semicolon fixed (thanks maelstrom)
Metal/energy income from construction units reduced
L1 artillery range boosted to be slightly longer than HLT (as I meant
it, but was borked by recent HLT range increase)
Movement speeds are now:
ARMCK: 1.3 CORCK: 1.25 ARMACK: 1.25 CORACK: 1.2
ARMCV: 1.6 CORCV: 1.5 ARMACV: 1.55 CORACV: 1.45
Viper removed from CTRL+B category
Requiter no longer fires without orders
SAM/Packo/Beamer/HLLT/Firestorm added back in, total unit count is
now 380 (please be more vocal in the future if you see a unit
being removed that you want to keep!)
Audio compression improved, reducing filesize a bit
Beamer range increased 10%, damage increased 5%
HLLT HP increased 10%
Cruiser depth charge given to anti-air ship
Anti-air ship HP boosted 15%, depth charge range increased 10%
New variant with nerfed commanders
Nerfed commander?!?
PAIN. Absolute PAIN. It's going to splti the community... people who whine about commander just don't get how to live with it... play comm ends, just please no nefed commander variant >_>
The Commander is one of those things that made TA so ridculously original and exciting. A walking bomb that could either annihilate weak enemies or destroy your own things if exploded in your own base... aiiieeeee nerfed commander!
PAIN. Absolute PAIN. It's going to splti the community... people who whine about commander just don't get how to live with it... play comm ends, just please no nefed commander variant >_>
The Commander is one of those things that made TA so ridculously original and exciting. A walking bomb that could either annihilate weak enemies or destroy your own things if exploded in your own base... aiiieeeee nerfed commander!

It would.LOrDo wrote:Just a suggestion, but I think a lvl 2 flak kbot would go really nicely into the mod.
And I don't think there is a valid reason to ship a Nerfed Comm (NC) with this. That would ruin an aspect of the game.
We could all again annoy a dev by asking for a limited Comm explosion range (like limited D-gun).
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- Posts: 19
- Joined: 14 Mar 2006, 09:50
please don't. there is NO reason to do this and doing it would be completely and utterly over the top, do not change this mod because a noob got owned! love the rest of the changes but i will bitch about that change!regardless of whether it is really as bad as he claims, I'm going to reduce con units' free resources by about half or so.