Indeed, it has to do with turret rotation not the FBI setting of moving targetsAun wrote:They have problems firing/aiming when moving.Konane wrote:He probably means that they aim too slow and get pwned by fast units driving past them.
Absolute Annihilation: Spring 1.46
Moderator: Moderators
Just a heads up about adv. missile towers:
Reducing the damage 25% and increasing the firing rate 25% yields the same damage/time output, and will in all likely hood make these actually BETTER since they will fire more often and will blow up more groups of weaker airplanes.
The range reduction is not a significant enough offset. I would drop the range a third at least.
Reducing the damage 25% and increasing the firing rate 25% yields the same damage/time output, and will in all likely hood make these actually BETTER since they will fire more often and will blow up more groups of weaker airplanes.
The range reduction is not a significant enough offset. I would drop the range a third at least.
If they both had flak and a tracking rocket, that would probably be just about the sweetest combo.
Weapon 1 using a flak shot at half the fire rate of the Phalanx/Copperhead vehicle flak tanks.
Weapon 2 as slow firing Seeking rockets like the LVL1 Antiair rocket towers(Defender, Pulveriser).
If the combined Firerate of both weapons equalled the same fire rate of the Flak tanks weapon or even slower that would be a good place to start.
Better to beef things up, than to start with overpowered.
Weapon 1 using a flak shot at half the fire rate of the Phalanx/Copperhead vehicle flak tanks.
Weapon 2 as slow firing Seeking rockets like the LVL1 Antiair rocket towers(Defender, Pulveriser).
If the combined Firerate of both weapons equalled the same fire rate of the Flak tanks weapon or even slower that would be a good place to start.
Better to beef things up, than to start with overpowered.
Updated with a few new things, still going through the most recent pages in this thread:
Code: Select all
Circular Saw/Eradicator energy cost per shot eliminated
Torpedo launcher reload time reduced 25%, firepower reduced 15%,
aiming rate increased, torpedo turnrate increased
Metal generator metal output reduced to 1, energy cost increased 25%
Bertha/Intimidator slope tolerance increased 30%
Core Krow script fixed, there should no longer be any bad calls, etc
Peewee, AK aiming speed increased ~20%
"REAL_DOOMSDAY" weapon missing semicolon fixed (thanks Maelstrom)
AK/Instigator accuracy vs. fast units improved (PW/Flash don't have this
problem)
Anti-nuke missile speed decreased
Pitbull/Viper no longer capable of targetting aircraft
Viper, metal generators removed from CTRL+B category
"with Anti-Nuke" added to carrier description to help newbies
"with Anti-Mine Rocket" added to minelayer vehicle description to help
newbies
Instigator costs reduced 5%, weapon range boosted 5%
AK range boosted 5%
Recluse no longer fires at aircraft
Anti-nukes can no longer be cloaked
Freedom Fighter, Avenger HP and rate of fire reduced 20%, speed reduced by
1 unit
Torpedo bomber HP increased 500 units
Torpedo seaplane costs, HP, and other stats completely overhauled to
put them more in line with standard torpedo bombers (they are now much
cheaper, etc)
L1 fighter turnrate increased 15%, L2 fighter turnrate increased 25%,
seaplane fighter turnrate increased 30%
Phalanx/Copperhead HP, movement speed increased 10%
Cruiser HP increased 10%
Demolisher range increased 5%, LoS boosted 15%, damage increased to 650
(425), reload time increased to 3 (1.7)
Moho mex extraction rate increased to 0.35 (0.3, and was previously 0.5)
Fatboy range increased 20%
Maverick LoS increased 15%
Leveler reload time increased 5%
Mobile tacnuke launcher movement speed reduced 33%, HP increased
by 2000
Jethro/Crasher movement speed increased 5%
Radar Tower radar range reduced 25%, Advanced Radar Tower radar range
reduced 15%
Flash damage per second reduced by 10, costs increased 5%, sprayangle
(inaccuracy) increased 15%, range reduced 5%
Peewee damage per second reduced by 10, sprayangle increased 15%,
range reduced 5%, HP reduced by 20 units
Pillager reload time reduced 10%, costs reduced 15%
Tremor energy cost increased 30%, metal cost increased 25%, build
time increased 20%
"Requiter" renamed "Aegis"
Metal/energy income from construction units reduced to 1/100 their nano
speed
Strange nanolathing speeds fixed
Added (or increased) storage capacity for resource buildings, even
mundane ones (solars, extractors, etc)
Increased HP by 100% on storage buildings
Catapult costs increased 20%, inaccuracy (wobble) increased slightly
Guardian/Punisher range reduced 30, Ambusher/Toaster range
increased 30
Beamer range increased 7%, damage increased 5%, accuracy vs. fast units
increased
Self-Destruct timer set to 10 seconds for:
Krogoth
Orcone
Bantha
Krogtaar
Arm Commander
Core Commander
Ground construction unit 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
Submarine HP increased 25%, torpedo damage increased 15%
HLLT HP increased 10%
Tactical nuke launchers (static) now cost 20% more and take 30% longer
to build; the missiles themselves now cost 25% more per "tick" of
game time, require 30 additional seconds to build, and move 25% slower
once in the air
Mobile tacnuke launcher missiles cost 25% more per "tick" of game time,
require 30 additional seconds to build, and move 25% slower once in
the air
Vehicle slope tolerance increased by 10%
Ships' minimum water depth decreased
Subs' minimum water depth increased
Subs are now deeper underwater
Blade, Blackdawn now take only 50% damage from flak weapons
Woot! changelog! (looks like my little riot worked
)
Why buf the gator a little, was it too weak?
And the tactical nuke launcher is even weaker then it was before, why? nobody uses it. it's slow (now even more), it's expencive, it has as much range as a vanguard, and can be countred by anti-nukes. what's the use of him?
love all the other changes. Go!

Why buf the gator a little, was it too weak?
And the tactical nuke launcher is even weaker then it was before, why? nobody uses it. it's slow (now even more), it's expencive, it has as much range as a vanguard, and can be countred by anti-nukes. what's the use of him?
love all the other changes. Go!
Last edited by Zenka on 27 Apr 2006, 12:19, edited 1 time in total.
I agree with Zenka here, the nuke is already restricted enough. We don't need to make it weaker.Zenka wrote: And the tactical nuke launcher is even weaker then it was before, why? nobody uses it. it's slow (now even more), it's expencive, it has as much range as a vanguard, and can be countred by anti-nukes. what's the use of him?
my beautiful level 1 fighters!! ;_;

other changes are great :)
well done to make gators stronger :) :)
btw: Why isnt the absolute annihilation unit guide on http://www.planetannihilation.com working anymore??

I always like to look up unit costs there


other changes are great :)
well done to make gators stronger :) :)
btw: Why isnt the absolute annihilation unit guide on http://www.planetannihilation.com working anymore??


I always like to look up unit costs there

Not in my experience. They're wonderful against small groups of slow-firing units. Throw in even a small swarm of fast-firing units or a couple dedicated anti-swarm units, and they're toast.LOrDo wrote:Hey, those ARM EMP spider thingys, is it just me or are they as overpowered as hell? Even arm players Ive played against say so.