Absolute Annihilation: Spring 1.46 - Page 46

Absolute Annihilation: Spring 1.46

All game release threads should be posted here

Moderator: Moderators

Locked
Kixxe
Posts: 1547
Joined: 14 May 2005, 10:02

Post by Kixxe »

Hellspawn wrote: think lvl 1 artilary should have a bit smaller range then hlt (but not much) and yeah advance solar should have some kind of bost (maybe 20% more energy?).

Why? that's mostly their purpose... to take out early fortifications. Without it only rawpower can stop a HLT, and belive me, 1 HLT plus 2 LLT ain't easy to kill with level 1 units.
User avatar
Min3mat
Posts: 3455
Joined: 17 Nov 2004, 20:19

Post by Min3mat »

i think that to make the gameplay more dynamic all static defenses should cost 5-10% more buildtime. it's pretty porcy even in 1v1's atm.
Hellspawn
Posts: 392
Joined: 24 Feb 2006, 11:54

Post by Hellspawn »

Kixxe wrote:
Hellspawn wrote: think lvl 1 artilary should have a bit smaller range then hlt (but not much) and yeah advance solar should have some kind of bost (maybe 20% more energy?).

Why? that's mostly their purpose... to take out early fortifications. Without it only rawpower can stop a HLT, and belive me, 1 HLT plus 2 LLT ain't easy to kill with level 1 units.
Defense must be more cost effective the units, nevertheless turrets have one big "weakness" they are static. HLT should IMO hold basic lvl 1 atack. If artilary had bigger range they would become OP units. They would be very hard to stop once you would have hlt/lt defence behind their back, imagine horde of guardians shooting at you. They would be nearly unstopable. Even single guardian can do a lot of damage, but 10 mobile guardians, it sounds very powerful to me.

On other hand if artilary would have a bit smaller range, they could still kill hlt with some casualties.
User avatar
NOiZE
Balanced Annihilation Developer
Posts: 3984
Joined: 28 Apr 2005, 19:29

Post by NOiZE »

atm Level1 Arty gets owned by a HLT lol
User avatar
Min3mat
Posts: 3455
Joined: 17 Nov 2004, 20:19

Post by Min3mat »

Defense must be more cost effective the units, nevertheless turrets have one big "weakness" they are static. HLT should IMO hold basic lvl 1 atack. If artilary had bigger range they would become OP units. They would be very hard to stop once you would have hlt/lt defence behind their back, imagine horde of guardians shooting at you. They would be nearly unstopable. Even single guardian can do a lot of damage, but 10 mobile guardians, it sounds very powerful to me.

On other hand if artilary would have a bit smaller range, they could still kill hlt with some casualties.
-.-
really. try taking a HLT out with a tech 1 arty? tier 1 arty range is not exactly guardian range and nowhere near guardian power. if arty had smaller range then you would need to swarm the HLT as you couldn't outrange it...i mean why would u even bother with arty when u could have stumpies -.-
Hellspawn
Posts: 392
Joined: 24 Feb 2006, 11:54

Post by Hellspawn »

NOiZE wrote:atm Level1 Arty gets owned by a HLT lol
Thats true, I do think they should be improved, just not with huge range unless you make their shooting weaker.
User avatar
Soulless1
Posts: 444
Joined: 07 Mar 2006, 03:29

Post by Soulless1 »

Just briefly to skip back to the commander debate - I have a very simple solution.

When playing comm ends (or possibly in either mode), decrease the cost of cloaking a STATIONARY commander to be much smaller than now (leave the move + cloak cost as it is) - which will make it a viable defence mid to late game.

That way, comm ends would still stop rushing, but if you wanted to hide your comm later (to make the game less prone to sudden deaths) it wouldn't cost you the earth unless you wanted to use it agressively at the same time.

Anyone got more thoughts on that?
aspa
Posts: 32
Joined: 29 Sep 2005, 01:51

Post by aspa »

At the moment the shellshocker and wolverine have slightly longer range than HLTs, right? But if they're set to Maneuver, they'll move on their own just inside the HLT range. But as far as I know, if they're set to Hold, they won't move on their own.

So as far as I can tell, the lvl 1 artillery vehicles are good for taking out HLTs but only as long as you keep proper control of them.
User avatar
Pxtl
Posts: 6112
Joined: 23 Oct 2004, 01:43

Post by Pxtl »

Soulless1 wrote:Just briefly to skip back to the commander debate - I have a very simple solution.

When playing comm ends (or possibly in either mode), decrease the cost of cloaking a STATIONARY commander to be much smaller than now (leave the move + cloak cost as it is) - which will make it a viable defence mid to late game.

That way, comm ends would still stop rushing, but if you wanted to hide your comm later (to make the game less prone to sudden deaths) it wouldn't cost you the earth unless you wanted to use it agressively at the same time.

Anyone got more thoughts on that?
Heh, that sounds good. Really, the "static-cloak" commander thing would even be good for continues, since it wouldn't make bombing any easier.

Anyhow, my problem with "game continues" is that, if the game uses a lot of stealth and submersibles, it can take an annoyingly long time to sweep up the last of the enemy units. Much nicer to end the game on a high-point, the Comm's heroic-last-stand.

What I'd like would be some way to "upgrade" the commander. Like an underground armoured bunker you could hide him in, or a way to build a nice Krogoth shell around his puny Commander body.
Egarwaen
Posts: 1207
Joined: 27 Feb 2006, 21:19

Post by Egarwaen »

ginekolog wrote:After all its the only RTS where single unit loss can kill u :)
Homeworld and the Mothership.
Hellspawn wrote: HLT should IMO hold basic lvl 1 atack. If artilary had bigger range they would become OP units.
It does hold off basic level 1 attacks. I'd hardly qualify a bunch of L1 artillery as "basic level 1". All that would really do is force you to have some mobile units of your own to respond to the artillery.
User avatar
Min3mat
Posts: 3455
Joined: 17 Nov 2004, 20:19

Post by Min3mat »

or a way to build a nice Krogoth shell around his puny Commander body.
<3 :lol:
Generuler
Posts: 38
Joined: 09 Feb 2006, 16:39

Post by Generuler »

I agree that level 1 artillery needs a boost - they're pretty useless atm
User avatar
Zenka
Posts: 1235
Joined: 05 Oct 2005, 15:29

Post by Zenka »

4
ginekolog wrote:After all its the only RTS where single unit loss can kill u :)
Construction yard from all Westwood games. (somethimes require to destroy the heavy factory as well to prevent any MCV)

Quite odd that I suddently see the use of mobile lvl 1 artiellery since 1.46.
User avatar
Pxtl
Posts: 6112
Joined: 23 Oct 2004, 01:43

commanders.

Post by Pxtl »

Peekaboom wrote:COMM BALANCING:
Obviously the biggest problem with the Comm is that he's a bomb. Imho, remove the bomb (which was created for "game ends" anyways) and he's fine. The only other frustration I hit is the unreliability of the dgun. It's painfully unreliable on rough terrain, and unusuable under water..

Consider, in "game ends" you can't use a commander to dgun another commander, any more than you can check a king with a king in chess. Dgunning a commander is suicidal because of the bomb.

Alternately, the Commbomb could do extra damage to commanders, but otherwise be weak against units. Then the "commbomb" effect is weak, but you still have that defense available for "game ends".
Hellspawn
Posts: 392
Joined: 24 Feb 2006, 11:54

Post by Hellspawn »

Min3mat wrote:
Defense must be more cost effective the units, nevertheless turrets have one big "weakness" they are static. HLT should IMO hold basic lvl 1 atack. If artilary had bigger range they would become OP units. They would be very hard to stop once you would have hlt/lt defence behind their back, imagine horde of guardians shooting at you. They would be nearly unstopable. Even single guardian can do a lot of damage, but 10 mobile guardians, it sounds very powerful to me.

On other hand if artilary would have a bit smaller range, they could still kill hlt with some casualties.
-.-
really. try taking a HLT out with a tech 1 arty? tier 1 arty range is not exactly guardian range and nowhere near guardian power. if arty had smaller range then you would need to swarm the HLT as you couldn't outrange it...i mean why would u even bother with arty when u could have stumpies -.-
Never said artilary has guardian range.

I have another idea though, increase range to bigger then HLT but also nerf its aim capability. Artilary would be useful and not to strong this way.

Coments >_>.
Egarwaen
Posts: 1207
Joined: 27 Feb 2006, 21:19

Post by Egarwaen »

Hellspawn wrote:I have another idea though, increase range to bigger then HLT but also nerf its aim capability. Artilary would be useful and not to strong this way.
It's already got absolutely horrible accuracy, doesn't it? I know it's totally useless against mobile units. As long as they keep moving, it won't hit anywhere near them.
User avatar
NOiZE
Balanced Annihilation Developer
Posts: 3984
Joined: 28 Apr 2005, 19:29

Post by NOiZE »

Also i think The radar jammer towers (level2 ones) should have a shorter range...
User avatar
Zenka
Posts: 1235
Joined: 05 Oct 2005, 15:29

Post by Zenka »

NOiZE wrote:Also i think The radar jammer towers (level2 ones) should have a shorter range...
seconded

And the mobile artilery isn't suppose to hit moving targets, right?
Egarwaen
Posts: 1207
Joined: 27 Feb 2006, 21:19

Post by Egarwaen »

Zenka wrote:
NOiZE wrote:Also i think The radar jammer towers (level2 ones) should have a shorter range...
seconded
Signed. It'd also probably make Junos more useful as right now they just have to rebuild one tower to re-jam their base.
And the mobile artilery isn't suppose to hit moving targets, right?
In my experience, if you manage to, it's through sheer dumb luck.
Last edited by Egarwaen on 04 May 2006, 22:17, edited 1 time in total.
Generuler
Posts: 38
Joined: 09 Feb 2006, 16:39

Post by Generuler »

Also i think The radar jammer towers (level2 ones) should have a shorter range...
agr33d :-)
Locked

Return to “Game Releases”