Absolute Annihilation: Spring 1.46 - Page 57

Absolute Annihilation: Spring 1.46

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Machiosabre
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Post by Machiosabre »

The factory could be cool aslong as it focusses on different units like mobile lrpc's and tacnukes, I don't see the use of building normal vehicles really fast though. If you're going to build an expensive lvl3 factory for lvl2 units wouldn't it be more cost effective to build an extra lvl2 factory and a few nanos?
Leaderz0rz
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Post by Leaderz0rz »

I don't like the "8 second goliath" I don't think its needed...I really don't see lvl3 being that huge of a deal...I've played ton of games and only see level 3 on the HUGE maps...If you really want to even it out just give vehical a level 3 plant and add like a super goliath/bulldog and maybe 2 other vehicals...of the same line as the lvl3 galantry. Or just let lvl2 vehical con build the lvl3 factory.
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BigSteve
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Post by BigSteve »

That new factory is so that players don't go Kbot just as a way to get the L3 content. I see very little vehicle action in most games I play
I understand the idea behind the factory numb nuts, I just dont think its a great idea. See machios post, he hits the nail on the head.
If you dont see vehicle action then you dont play many games, its usually about 50/50.
Either that or you play shore to shore constantly.
Suit
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Post by Suit »

i want to go back on the commander thingy AND the useless energy/metal storage and the guy who blamed about the bertha stuff

commander isnt important enough - in late game you really dont need him, in early game on small maps it really sucks if someone places his commander in the center (for example on small devide) - its really annoying a) both commanders kill each other with a big boom and noone got any advantage or b) one of the commanders barely survives and this player got the huge advantage in early game

so the comm need to be better

step 1)
remove any storage capabilitys form any building execpt the metal and energy storage - set them to store 1k each
a) makes storage important, b) read step 3

step 2)
add/alter all mobile con units to store their acual metal/energyproduction

step 3)
render the commander to a huge moving "storage tank"
give him the possibility to store 10k each (or like in old ta, he should store the amount of starting resources)

so you have to build storage buildings in late game AND protect your commander, cause he is a small, cloakable "super-storage"

if you lose your commander you're not fucked up completly but it hurts

---

the energy/metal storage thing makes also big energy weapons more difficult to handle

players cant just spam out energy weapons - they need to power them

in old ta a bertha uses 2k energy per shot, the vulcan uses 16k enery max. and fired shitloads of plasmaballs (if you had the possibility to power it)

maybe you can add a small metal drain to the bertha/vulcan/intimidator/buzzsaw too - they got huge shells, and the shells can do damage (i never tried that in AA spring, but in old ta a wrong placed vulcan could destroy your base just by its shells) - and shells are made of metal

---

these are just suggestions, bit think about the enery storage problem - there is absolutly NO use of building energy or metal storage - i had NEVER the problem to need more storage then i got - fusions and mohos genereate enough storage to buffer allmost every weapon
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BigSteve
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Post by BigSteve »

I use e storage and metal storage in big games.
I'll use it even more now caydrs increasing capacity.
Leaderz0rz
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Post by Leaderz0rz »

I use it as well.
Suit
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Post by Suit »

in big games you really should have the possibility to build shitloads of moho metal makers and fusions - so you really have no need to build storage

if you build them in this version you really wasting your resources - it's like building windgenerators on moonq10 ;)
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BigSteve
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Post by BigSteve »

I like to kill comms and reclaim them, you need metal storage for the full benefit. I wouldnt say spending 800 metal on 4 metal storage buildings is wasting my resources when the return I get is 14000 metal.
Using berthas and building tech 3, spamming tech 2, firing annis cloaking my many scouts takes alot of energy, having storage means you dont run low and everything stops working/decloaks if/when you lose a fusion/windfarm.
The storage provided by fusions etc often isnt enough for me, dont get me wrong I dont exactly spam it, but once my berthas go up its needed.

A waste... I think not
Last edited by BigSteve on 16 May 2006, 00:19, edited 1 time in total.
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BigSteve
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Post by BigSteve »

Suit
step 3)
render the commander to a huge moving "storage tank"
give him the possibility to store 10k each (or like in old ta, he should store the amount of starting resources)
You want storage removed from fusions mohos so dedicated storage is used more often but you want the comm to store 10k m/e...
I dont get it?
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Min3mat
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Post by Min3mat »

anyone who agrees with Suit may post here
http://www.noonecares.com
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BigSteve
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Post by BigSteve »

lol
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Soulless1
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Post by Soulless1 »

the reason bertha shots don't cost metal is that (from the OTA manual) 'metal' actually refers to a number of rare elements used in constructing certain complex electronics etc - bertha shells might be made of plasmised material, but they don't require any of the rare elements in their construction. :-)
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Neddie
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Post by Neddie »

BigSteve wrote:I use e storage and metal storage in big games.
I'll use it even more now caydrs increasing capacity.
And I as well.
Suit
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Post by Suit »

BigSteve wrote:I like to kill comms and reclaim them, you need metal storage for the full benefit. I wouldnt say spending 800 metal on 4 metal storage buildings is wasting my resources when the return I get is 14000 metal.
Using berthas and building tech 3, spamming tech 2, firing annis cloaking my many scouts takes alot of energy, having storage means you dont run low and everything stops working/decloaks if/when you lose a fusion/windfarm.
The storage provided by fusions etc often isnt enough for me, dont get me wrong I dont exactly spam it, but once my berthas go up its needed.

A waste... I think not
if you suck in commanders you're really very stupid ;)

the better solution is to rezz them and use it as a weapon - way more effective
Suit
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Post by Suit »

BigSteve wrote:Suit
step 3)
render the commander to a huge moving "storage tank"
give him the possibility to store 10k each (or like in old ta, he should store the amount of starting resources)
You want storage removed from fusions mohos so dedicated storage is used more often but you want the comm to store 10k m/e...
I dont get it?
the 10k value was just for example - in fact it needs to be balanced

i know storage is important - but why build storage if you can get storage AND production just by building fusions?

if you remove the storage capabilitys from specific types of buildings maybe they get used more often

the method to add storage to the commander would make him way more important - maybe his storage capacity can grow by exp - starting from 1k each to 10k maximum (for example only!)

---

if you cant alter
a) metal /energy production
b) build rate
c) hitpoints
d) comm dead end game

so you need to alter something else

so you can make him stronger (better laser or something)
- not a good option for early games

make him faster
- bad idea too for early games

there are a few options left

give hime special buidling capabilitys
a) only he can build nano turrets
b) only he can build lv 1 facilitys
c) only he can build radar (lv1 & lv2)

but the best method i guess is to make him (beside the real storage buildings) the only good method to store resources - like it was in old ta

so players will be forced to build storage buildings AND guard/protect their commanders, cause its very important (he can store, move and cloak for ex.)
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BigSteve
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Post by BigSteve »

Suit
"If you suck in commanders you're really very stupid"


Lol... just lol... I cant even bring myself to argue with you suit, not just on this point in which you call me stupid, but everything youve posted so far.
Itd be like shooting fish in a barrel only easier.
Do everyone a favour and go post youre pointless ramblings on an OTA board somewhere very far from here...seeing as you love it so much.
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Deathblane
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Post by Deathblane »

Actually that reminds me, can rez units combine their abilities now?
Suit
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Post by Suit »

jep, they can - and it works pretty fine - so if you build a few rezz bots you can resurrect a dead commander really quick - and dere is absolutly NO use in reclaiming it - in late game you dont need the resources of dead commanders

and if you lose your commander in early game you wasted your game anyways
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Machiosabre
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Post by Machiosabre »

well thats not true, you build up to 15k m storage a bunch of builders and you can do anything you want, unless you're not fully using your resources, but that should never happen.
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Cabbage
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Post by Cabbage »

in late game you dont need the resources of dead commanders
You simly cannot make an assumption like that, that 14,000 metal fro0m a dead commander can turn the tide of a battle. If you don;t need any extra metal, you must be doing pretty well with the enemy falling back - so what would be the point in rezzing the com anyway? the only reason to rezz a com late game is to com bomb, which you shouldn't need to do.

Also, storage is fine as it is, i use energy storage most games - and you should only really ever need metal storage if you're recaliming a com.
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