Absolute Annihilation: Spring 1.46 - Page 37

Absolute Annihilation: Spring 1.46

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krogothe
AI Developer
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Joined: 14 Nov 2005, 17:07

Post by krogothe »

Aun wrote:
Konane wrote:He probably means that they aim too slow and get pwned by fast units driving past them.
They have problems firing/aiming when moving.
Indeed, it has to do with turret rotation not the FBI setting of moving targets
Konane
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Joined: 27 Jan 2006, 13:07

Post by Konane »

Yes, but even when stationary they aim quite slowly I think.(well thats getting fixed :-) )

Hllt's back and level2 AA bots, great. But pillagers will still be quite underused I think.
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Peekaboom
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Post by Peekaboom »

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.
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Neddie
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Post by Neddie »

That Changelog looks complete to me!
Egarwaen
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Post by Egarwaen »

Konane wrote:But pillagers will still be quite underused I think.
Aren't they significantly faster than Tremors? I find they keep up with tanks much better, which makes them much better for support.
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Caydr
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Post by Caydr »

The anti-air kbots will be weaker than anti-air vehicles. I haven't given any consideration yet as to how I'll balance them in, but I'll figure something out when they're working ingame.
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MR.D
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Post by MR.D »

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.
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Caydr
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Post by Caydr »

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
Egarwaen
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Post by Egarwaen »

Wouldn't "Aegis" make more sense for some kind of defensive unit?
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LOrDo
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Post by LOrDo »

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.
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Neddie
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Post by Neddie »

It's probably just you... it's all about how they are used. They cost just enough to be considered prohibitive, and they usually need another type of unit to back them up and actually destroy the things they EMP...
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Zenka
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Post by Zenka »

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!
Last edited by Zenka on 27 Apr 2006, 12:19, edited 1 time in total.
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Mars Keeper
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Post by Mars Keeper »

That was a long nice changelog =D
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Neddie
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Post by Neddie »

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?
I agree with Zenka here, the nuke is already restricted enough. We don't need to make it weaker.
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FireCrack
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Post by FireCrack »

Yeah, the tacnukes dont deserve to be nerfeed so heavily.
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ginekolog
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Post by ginekolog »

FireCrack wrote:Yeah, the tacnukes dont deserve to be nerfeed so heavily.
yep, mobile tac nuke launcher was crap allready and is now maybe worst unit in game. Why nerf it?

It should need a buff imo, like cheaper cost or faster producing missliles.

other changes looks ok
Generuler
Posts: 38
Joined: 09 Feb 2006, 16:39

Post by Generuler »

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 :|
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NOiZE
Balanced Annihilation Developer
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Joined: 28 Apr 2005, 19:29

Post by NOiZE »

Still no download button.....
Egarwaen
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Joined: 27 Feb 2006, 21:19

Post by Egarwaen »

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.
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.
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Min3mat
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Joined: 17 Nov 2004, 20:19

Post by Min3mat »

Flash damage per second reduced by 10, costs increased 5%, sprayangle
you are really really good with ur changelogs. but please say like the other, "flash DPS down to 10 (100000)"
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