Absolute Annihilation: Spring 1.46 - Page 51

Absolute Annihilation: Spring 1.46

All game release threads should be posted here

Moderator: Moderators

Locked
User avatar
BigSteve
Posts: 911
Joined: 25 Sep 2005, 12:56

Post by BigSteve »

Tbh I think your waaay over analisng the whole thing, the advantages of both are obvious, just decide on nice length for emp eg 15 if its cumalative and a nice amount of damage so the boom missile can kill an anni or somethin...
and give them both a similar range and cost, there, sorted ^^
User avatar
Min3mat
Posts: 3455
Joined: 17 Nov 2004, 20:19

Post by Min3mat »

nah give the ARM one more range as its more of a strategical tool. the CORE one should be shorter range as it is more potent and 3v1| :) nice to see you back again steve, since you are one of the elite few who understand the balance (hey don't look at me! im a clueless noob ^_^)
User avatar
Cabbage
Posts: 1548
Joined: 12 Mar 2006, 22:34

Post by Cabbage »

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 :(
User avatar
Pxtl
Posts: 6112
Joined: 23 Oct 2004, 01:43

Amphibs

Post by Pxtl »

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:

:arrow: Too steep for amphib vehicles
:arrow: Shallow enough that normal kbots can cross them
:arrow: 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.
User avatar
Min3mat
Posts: 3455
Joined: 17 Nov 2004, 20:19

Post by Min3mat »

1: don't post whilst drunk ;P
2: yeah thats what me/steve/some other guy think too, 10-15 secs is plenty (even though tbh how many times will you see more than 2x EMP cruises on one team in a 1v1/2v2??? so cumulative doesn't really come into it tbh.)
User avatar
FizWizz
Posts: 1998
Joined: 17 Aug 2005, 11:42

Post by FizWizz »

what about Splintered Tropics? it has fords that regular units can cross, but amphibs do have a lot more mobility on it.
User avatar
Cabbage
Posts: 1548
Joined: 12 Mar 2006, 22:34

Post by Cabbage »

sorry :(
Egarwaen
Posts: 1207
Joined: 27 Feb 2006, 21:19

Post by Egarwaen »

So people do actually think the current EMP cruise missiles are fine?
User avatar
Neddie
Community Lead
Posts: 9406
Joined: 10 Apr 2006, 05:05

Post by Neddie »

FizWizz wrote:what about Splintered Tropics? it has fords that regular units can cross, but amphibs do have a lot more mobility on it.
But that has strange water levels... for example; submarines get wedged under the silt.
User avatar
Soulless1
Posts: 444
Joined: 07 Mar 2006, 03:29

Post by Soulless1 »

Egarwaen wrote:So people do actually think the current EMP cruise missiles are fine?
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.
User avatar
BigSteve
Posts: 911
Joined: 25 Sep 2005, 12:56

Post by BigSteve »

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
User avatar
MR.D
Posts: 1527
Joined: 06 Aug 2005, 13:15

Post by MR.D »

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..
User avatar
BigSteve
Posts: 911
Joined: 25 Sep 2005, 12:56

Post by BigSteve »

Nearly the range of a bertha, fast to build? dominates 90% of games?
easy to pop comms with? (it takes about 4) cmon man...
I swear some people just make this stuff up :)
This sounds like the "I got pwned by it therefore its unbalanced syndrome" ^^
User avatar
MR.D
Posts: 1527
Joined: 06 Aug 2005, 13:15

Post by MR.D »

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.
User avatar
NOiZE
Balanced Annihilation Developer
Posts: 3984
Joined: 28 Apr 2005, 19:29

Post by NOiZE »

Just to point it out one more time so hopefully caydr will put some work and testing in this

Level 1 arty still can't kill a HLT unless it can hide!!!!!!!
Egarwaen
Posts: 1207
Joined: 27 Feb 2006, 21:19

Post by Egarwaen »

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.
Bunker defences. Vipers and Pitbulls are actually pretty nasty.

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?
User avatar
Soulless1
Posts: 444
Joined: 07 Mar 2006, 03:29

Post by Soulless1 »

they probably just obscured each others LoS when the enemy wasn't straight in front of the line.
User avatar
Min3mat
Posts: 3455
Joined: 17 Nov 2004, 20:19

Post by Min3mat »

NOiZE:
t1 arty on hold pos and firing just in front of a HLT on LEVEL GROUND can take it out. however that is a lot of hassle considering you will have to move them back and forth when your enemy breaks out. a little extra range would make all the difference
User avatar
NOiZE
Balanced Annihilation Developer
Posts: 3984
Joined: 28 Apr 2005, 19:29

Post by NOiZE »

Commanders gain so quickly experiance because their build stats are that low! Caydr can you 10 fold them?

Core Commander:

Energy Cost: 12085
Metal Cost: 705

Arm Commander:

Energy Cost: 11561
Metal Cost: 721
Egarwaen
Posts: 1207
Joined: 27 Feb 2006, 21:19

Post by Egarwaen »

Soulless1 wrote:they probably just obscured each others LoS when the enemy wasn't straight in front of the line.
I couldn't get them to pop up even when ordering them to attack ground directly ahead.
Locked

Return to “Game Releases”