Absolute Annihilation: Spring 1.46
Moderator: Moderators
weeeeeeee!
ummm sorry, im not sure if ive're red eberything right ( i've had a few drinks) but if the emp cruizes end up being say 30 sec duration, the nthay shouldnt be cumulatice, as omnce your able to ghe ta crusie launcher up,m its mote than likely you'll be able to easily build another one or two alongside it, that would be a ridiculous amkount of time for your definces to be paralusyed, allowing anything to waltz on into your base and give you a spanking. I say 10 secs max if the missiles are cumul;atice, as a 20 sec window should give you enough time to move your forcesinto positin without being fired upton. (to take out their defensive line, assuming yuou have two launchers, one launhfcer couldf bwe used to thwart and incoming attack assuming you can aim)
I apologise for my atrocoious typing, im veryl, very drunk
ummm sorry, im not sure if ive're red eberything right ( i've had a few drinks) but if the emp cruizes end up being say 30 sec duration, the nthay shouldnt be cumulatice, as omnce your able to ghe ta crusie launcher up,m its mote than likely you'll be able to easily build another one or two alongside it, that would be a ridiculous amkount of time for your definces to be paralusyed, allowing anything to waltz on into your base and give you a spanking. I say 10 secs max if the missiles are cumul;atice, as a 20 sec window should give you enough time to move your forcesinto positin without being fired upton. (to take out their defensive line, assuming yuou have two launchers, one launhfcer couldf bwe used to thwart and incoming attack assuming you can aim)
I apologise for my atrocoious typing, im veryl, very drunk

Amphibs
I've been poking around elsewhere on the subject of Amphibs, since I have never, ever used them in AA. Apparently, in XTA the amphib tanks have kbot-like hill handling. Is this so in AA? I ask because i've so far found them thoroughly useless. Every map I've played on has had water either:
Too steep for amphib vehicles
Shallow enough that normal kbots can cross them
Big enough that navies flow through them, making any amphib force depthcharge/torpedo bait.
I tried to check myself, but modweb doesn't include the terrain handling of vehicles in their info.
Has anyone found AA maps where amphibs were useful? One person mentioned "divided shores" for use on XTA, but even that one only had a few specific shores where you could land your tanks.



I tried to check myself, but modweb doesn't include the terrain handling of vehicles in their info.
Has anyone found AA maps where amphibs were useful? One person mentioned "divided shores" for use on XTA, but even that one only had a few specific shores where you could land your tanks.
I do (I think if the current ones stacked it would be great - ie 10s per missile), and (as a core player) I'd rather keep the emp-launcher as a support tool than go back to the ol' mini nuke and all the horrible balancing issues that go with it.Egarwaen wrote:So people do actually think the current EMP cruise missiles are fine?
Egarwaen wrote:
So people do actually think the current EMP cruise missiles are fine?
Nope, like I said above, 15 secs for cumualtive, 10 secs is pretty short, I can remember testing it. the extra 5 secs will make all the difference, after all the missiles do take a while do make and recharge.
theres not really that much of a balance issue with the boom cruise missiles especially if the range is reduced a bit.
Its just the porcers who sat in their bases all game building fusions and metal makers all game that complained about them the last time,
I ve been attacked by them a few times and they aren't too hard to take out, get some bombers and go for a raid ^^ or build youre own and fight fire with fire!
or if Caydr did change core back to boom missile and kept arm emp, you could paralyse the frontline and rush through with zippers and take them out^^
See... theres endless fun to be had with boom vs emp! hehe
So people do actually think the current EMP cruise missiles are fine?
Nope, like I said above, 15 secs for cumualtive, 10 secs is pretty short, I can remember testing it. the extra 5 secs will make all the difference, after all the missiles do take a while do make and recharge.
theres not really that much of a balance issue with the boom cruise missiles especially if the range is reduced a bit.
Its just the porcers who sat in their bases all game building fusions and metal makers all game that complained about them the last time,
I ve been attacked by them a few times and they aren't too hard to take out, get some bombers and go for a raid ^^ or build youre own and fight fire with fire!
or if Caydr did change core back to boom missile and kept arm emp, you could paralyse the frontline and rush through with zippers and take them out^^
See... theres endless fun to be had with boom vs emp! hehe
Well if the Paralizer weapons in general can't be altered to freeze past 10 seconds, a much larger radius would definately suffice.
Personally I think its alot nicer for gameplay without the Micronuke Cruise missles dominating 90% of games like they were, it just seemed like a cheap way to rape anything within its radius as large as it was.
Most of the good players would just keep Leapfrogging with the Cruise missle like they do with anything long range, annihilators, Guardians, Hlt's you name it.
Eventually, cutting down the enemy with little or no resistance, or chance of the enemy to rebuild to counter it, untill they can build one in range of the enemy main base, then target his com and pop him nothing.
It became such an overpowered unit that nobody would bother to build bertha's or nukes when all they needed was a low cost micronuke that had nearly the range of a bertha, with the added bonus of being pinpoint accurate, and fast..
Personally I think its alot nicer for gameplay without the Micronuke Cruise missles dominating 90% of games like they were, it just seemed like a cheap way to rape anything within its radius as large as it was.
Most of the good players would just keep Leapfrogging with the Cruise missle like they do with anything long range, annihilators, Guardians, Hlt's you name it.
Eventually, cutting down the enemy with little or no resistance, or chance of the enemy to rebuild to counter it, untill they can build one in range of the enemy main base, then target his com and pop him nothing.
It became such an overpowered unit that nobody would bother to build bertha's or nukes when all they needed was a low cost micronuke that had nearly the range of a bertha, with the added bonus of being pinpoint accurate, and fast..
3 cruise kills a commander, and thats if he was at 100% health.
Concidering that alot of the popular/played maps are typically 16x16, that makes the statement, nearly the range of a bertha as a valid agrument.
And up untill the release of 1.46, 7-8/10 games I played were won completely with the use of Cruise missles.
Now using the Cruise missle takes planning, and you have to get your hands dirty by sending in some units to clean up, instead of completely wiping out a defensive area without even having to deal with it like it was in 1.45 and earlier.
Steve is a Tremor fan?
Tell me I'm a liar, plz.
Concidering that alot of the popular/played maps are typically 16x16, that makes the statement, nearly the range of a bertha as a valid agrument.
And up untill the release of 1.46, 7-8/10 games I played were won completely with the use of Cruise missles.
Now using the Cruise missle takes planning, and you have to get your hands dirty by sending in some units to clean up, instead of completely wiping out a defensive area without even having to deal with it like it was in 1.45 and earlier.
Steve is a Tremor fan?
Tell me I'm a liar, plz.
Bunker defences. Vipers and Pitbulls are actually pretty nasty.MR.D wrote:Now using the Cruise missle takes planning, and you have to get your hands dirty by sending in some units to clean up, instead of completely wiping out a defensive area without even having to deal with it like it was in 1.45 and earlier.
Though I think I found an odd bug with the Viper the other day. It seemed like they would refuse to open if built too close together. I think I needed at least spacing 2 for them to work properly. Is this intentional?