Absolute Annihilation: Spring 1.46
Moderator: Moderators
The problem with the cruise missile is nothing more than an issue with an inaccurate attack circle and possibly inflexible strategy.
The fact that you are unable to use it to it's full extent does not mean that we (a plurality if not an outright majority) should entertain a refuted argument and possibly invite another, future revision of the same unit when your proposed alterations render the game unbalanced.
Now, in light of the prior arguments presented by both sides... is there anything we should add for Caydr's consideration?
The fact that you are unable to use it to it's full extent does not mean that we (a plurality if not an outright majority) should entertain a refuted argument and possibly invite another, future revision of the same unit when your proposed alterations render the game unbalanced.
Now, in light of the prior arguments presented by both sides... is there anything we should add for Caydr's consideration?
Some guy said something about AKs not aiming very well er something? Wassamatter there? First I've heard of it, I think, unless he's talking about the vs. fast units thing.
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Last edited by Caydr on 27 Apr 2006, 05:02, edited 2 times in total.
- 2pacalypse
- Posts: 36
- Joined: 26 Apr 2006, 22:44
Thanks for continuing your work on AA, Caydr! I look forwards to the new release, especially with the reintroduction of packos and beamers. They were actually my favorite units, believe it or not!
That being said, I did want to comment on the decrease in peewee effectiveness. Peewees are stronger than AKs, and that's a pretty well-known fact. I think that it's good to have a bit of unbalance like that to keep the difference between the sides interesting. The flash tanks definitely need nerfing, but I personally think that the peewees are fine as they are. Some Core Kbots seem to be noticiably stronger/easier to use than their Arm counterparts (cans, anyone?), so I think that overall having peewees stronger than AKs balances out.
I also wonder how you'll be balancing the level 2 AA kbots -- will they be about as powerful as their vehicle counterparts? IMO, they should be a good deal weaker to give players incentive to mix unit types up a bit. If the AA kbots are strong, then I probably wouldn't even bother with vehicles all that much since they max out at level 2. If Kbot AA is powerful, then I can't really see why you'd go vehicles except for the longer-ranged artillery. If you're in need of that, then you can always go lv3 and bring out the super robots. Increasing vehicle slope tolerance is a good idea, especially given the state of spring pathfinding, but I still think that AA tanks should be keep significantly stronger to keep their advantage.
Anyways, those're just my opinions! I'm admittedly not super-great at the game, but I enjoy your mod enough that I thought I'd leave some input.

That being said, I did want to comment on the decrease in peewee effectiveness. Peewees are stronger than AKs, and that's a pretty well-known fact. I think that it's good to have a bit of unbalance like that to keep the difference between the sides interesting. The flash tanks definitely need nerfing, but I personally think that the peewees are fine as they are. Some Core Kbots seem to be noticiably stronger/easier to use than their Arm counterparts (cans, anyone?), so I think that overall having peewees stronger than AKs balances out.
I also wonder how you'll be balancing the level 2 AA kbots -- will they be about as powerful as their vehicle counterparts? IMO, they should be a good deal weaker to give players incentive to mix unit types up a bit. If the AA kbots are strong, then I probably wouldn't even bother with vehicles all that much since they max out at level 2. If Kbot AA is powerful, then I can't really see why you'd go vehicles except for the longer-ranged artillery. If you're in need of that, then you can always go lv3 and bring out the super robots. Increasing vehicle slope tolerance is a good idea, especially given the state of spring pathfinding, but I still think that AA tanks should be keep significantly stronger to keep their advantage.
Anyways, those're just my opinions! I'm admittedly not super-great at the game, but I enjoy your mod enough that I thought I'd leave some input.