Absolute Annihilation: Spring 1.46 - Page 63

Absolute Annihilation: Spring 1.46

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Mars Keeper
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Post by Mars Keeper »

BigSteve wrote:A couple of seriously heavy tanks or something?

Re-introducing the Metron(TAUCP) tanks for Core?
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Caydr
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Post by Caydr »

Someone post some heavy tanks and I"ll consider adding one or two to the new factories.

Code: Select all

 Destroyer depth charge damage increased by 35%, rate of fire increased
  15%, AoE increased 50%
Better?
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FLOZi
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Post by FLOZi »

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2pacalypse
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Post by 2pacalypse »

Just a few thoughts on the changelog:

- I'm not sure what to think about the vehicle super-factory that can build so quickly. On one hand, I think it sounds like a good idea since vehicle cons get so clumpy and mixed-up when guarding factories that it can be hard to get the units they build out. On the other... it sounds like the kind of thing that can be really unbalanced. Maybe you could add a small, fast helper vehicle along the same lines as the farks/freakers? Arm has one already, if Core had one too it might help reduce the need for the super-building. I do like the idea of fancy L3 tanks, though. The more giant, goofy robots and vehicles in AA, the better!

-Advanced solars take a lot of time to build already. You're not going to increase the build time on them, are you? And if you do, it wouldn't be by much, right? :| I struggle to build them as it is right now.

- Please don't lower coms' hit points or their explosion radius! I think they're fragile enough as it is right now, and having the com be a unit that can take out half your base if it explodes is something I think adds fun to the game. It makes you try to figure out the best place to put your com, and think about whether or not you should run it away from attacks.

- Thanks for bringing the Core's tac nuke back to the way it was! I still don't think that the range needs to be decreased, but if you do decrease it please make sure that it'll still outrange annihilators by a good margin.

- Thanks for working on the sea balance, too! Most of the games I play with friends we've outlawed boats on, just because they seem to be so overpowered. Hopefully, landlubbers can use the fixed torpedo planes to good effect next patch!

Also, an idea for a new addition:

- I never see anybody using seaplanes. This might have to do with the fact that you can't even build them on many, many maps! Maybe you could consider making the seaplane factory buildable on both land and sea? If you build it on land it could be more expensive to reflect the cost of the fresh ocean water you'd obviously need to import to build the planes on land. I think people would still use the L2 planes even with seaplanes available, since most people seem to try and rush planes and the L2 to L3 power increase isn't all that substantial. The seaplanes would add more variety to airforces, though, and provide another upgrade path for those of us who love building aircraft.
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wizard8873
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Post by wizard8873 »

played a game a few days ago and noticed something about the uwmexes. are the supposed to cost 2k+ energy? i can understand it being water but thats still pretty expensive for them.
Egarwaen
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Post by Egarwaen »

wizard8873 wrote:played a game a few days ago and noticed something about the uwmexes. are the supposed to cost 2k+ energy? i can understand it being water but thats still pretty expensive for them.
4x the buildtime too. (4175 vs 1800)
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Pxtl
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No plans for navy fixes?

Post by Pxtl »

@Caydr:

Shame that you're putting off the navy tweaking - I still think that the L3 subs are monstrously overpowered and would be better fixed now than later. Converting them into torpedo-artillery (with your high-explosive torps) would be a nice answer.

And I'm still pulling for giving amphib tanks Kbot level of terrain climbing - most water maps have slopes into the water too steep for Crocs to navigate, making the crocs useless.

And I've also recently been bitten by the expensive underwater mexxes - I was playing a game on Sunken Outpost and thought I'd be clever and go for a water start.... bad idea.

Also, do adv.solars currently have an "open/closed" script? I remember that originally the unit was scripted for open/closed (low output/high armour closed and vice versa open) similar to the L1 solars, but without the graphical animation. I've always figured that was a feature you were paying for with regular solars - ripping it out for advanced solars (which would make sense graphically) would justify making them cost only slightly more than 2 solars - yes, you're gaining more space efficiency, but you're losing that nice resistence the basic solars have.
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Caydr
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Post by Caydr »

Advanced solars might have the open/close script, but if you read the URC review, it's a piece of crap. They have no extra armor thing, or damagemodifier tag.
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Soulless1
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Post by Soulless1 »

Caydr wrote:Someone post some heavy tanks and I"ll consider adding one or two to the new factories.

Code: Select all

 Destroyer depth charge damage increased by 35%, rate of fire increased
  15%, AoE increased 50%
Better?
is it still homing? :? Cos that would be harsh...
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Pxtl
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Re: L3 vehicles

Post by Pxtl »

I still think that the best way to beef the vehicles is to give them an L2 amphibious construction vehicle that is the only way to build the following buildings:

- Vulcan/BuzzSaw
- MegaFusion
- Anti-signal missile
- HyperRadar

also with non-exclusive access to the following:
- Nuke Silo
- Long-Ranged SAM
- Targeting Facility
- Krogoth/Orcone (on the spot, no lab).
- Black Hydra/Sea Dragon (on the spot, no lab).
- Liche/Krow (on the spot, no lab).

with 800 worker time, costing as much as a Krogoth Gantry.
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Caydr
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Re: L3 vehicles

Post by Caydr »

Pxtl wrote:I still think that the best way to beef the vehicles is to give them an L2 amphibious construction vehicle that is the only way to build the following buildings:

- Vulcan/BuzzSaw
- MegaFusion
- Anti-signal missile
- HyperRadar

also with non-exclusive access to the following:
- Nuke Silo
- Long-Ranged SAM
- Targeting Facility
- Krogoth/Orcone (on the spot, no lab).
- Black Hydra/Sea Dragon (on the spot, no lab).
- Liche/Krow (on the spot, no lab).

with 800 worker time, costing as much as a Krogoth Gantry.
Those "on the spot" things might be semi-possible. Not krogoths, but lesser mechs maybe. This might work out to be a better solution, dunno. I've still got a couple of tricks up my sleeve for this special factory though.
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MR.D
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Post by MR.D »

Here goes for my suggestions on the LVL3 Vehicle factory.

ARM - LVL3 vehicles

AVATAR LRPC tank - Long range artillery -
Image

Aegis - Mobile Tactical Nuke -
Image

Tiger Super Tank - Multi Weapon HVY assault -
Image
http://www.unituniverse.com/?p=u&v=900

BigWeelle - Mech Slayer/mobile dual ANNI -
Image
http://www.unituniverse.com/?p=u&v=1929

Rhino - Rapid Fire Anti-swarm-plasma
Image
http://www.unituniverse.com/?p=u&v=578

-------------------------------------------------

CORE - LVL3 vehicles

Mauler LRPC tank - Long Range Artillery -
Image

Blitz Salvo Truck - Catapult Equivalent -
Image
http://www.unituniverse.com/?p=u&v=1327

REX - Multi Weapon HVY assault -
Image
http://www.unituniverse.com/?p=u&v=1141

Defiler - All Terrain HVY Assault -
Image
http://www.unituniverse.com/?p=u&v=3357

Opressor - Rapid Fire anti-Swarm-laser -
Image
http://www.unituniverse.com/?p=u&v=1859


These are the best looking and IMO most appropriate heavy Tanks I found on the UnitUniverse Library.

There are still some there that I didn't list, the M4a1 Campbell, and some other very nice Heavy tanks as well.
Keep in mind that LVL3 tanks don't need to all be KROGOTH class tanks, just like the Mechlab includes a whole range of units from small to the largest units.

If any of these tanks that I posted would be concidered for entry into the LVL3 factory, I'm sure that most will require some weapon adjustments to fit into the ARM/CORE style of units.

Perhaps even a Shielded tank would add some depth and range into one of the units.

Also Keep in mind that SLOPE TOLERANCES need to be increased for these larger Tanks so that they can move around dispite their massive sizes without getting easily stuck.
All these tanks are listed here at http://www.unituniverse.com/
Last edited by MR.D on 23 May 2006, 08:11, edited 1 time in total.
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Zoombie
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Post by Zoombie »

The defiler looks a little like the Monky Lord from Supcom.
Egarwaen
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Post by Egarwaen »

Going purely by appearance, the Blitz looks very out-of-place.
Leaderz0rz
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Post by Leaderz0rz »

All I got to say is I really think a super fast building factory isn't a great thing to add. I forsee alot of balance issues with an "8 second goliath" type scenario. Caydr please rethink this factory..I'm ok with a level 3 factory with lvl3 type vehicals but I don't think you should promote spaming of units.
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MR.D
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Post by MR.D »

Which would you prefer?

#1. 20x20 NANO block spraying 1000 particles and spamming units out?

#2. 40 (pick your con) construction aides lagging down a game?

#3. 1 factory that can build at a good rate without the real need of assist units?

If the Lvl3 Factory was capable of building lvl2 units as well as LVL3 heavy units, maybe that would be a problem, as is most of these large units will require heavy buildtimes as well vs ecomony.

In comparison to an ecomony capable of supporting this factory, it will build large units at about the same rate as the LVL2 factories already do.

By removing some of the need for assist units, this method will actually be very nice for late game performance instead of requiring masses of assist units surrounding the factory.
Kixxe
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Post by Kixxe »

Level 1 artillery weapon area of effect increased to xxx (xxx), weapon
range increased by 10 units (xxx->xxx)

So it outranges HLT? Right? Cuz that's where their usefullness lies, being able to take down HLT's or heavy LLT positions.
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Min3mat
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Post by Min3mat »

Did i say i didn't like t1 water balance?
I'm just saying its screwed at t2. t1 subs should beat destroyers IMO, maybe buff corvettes a little too. or maybe go for a more RPS approach
skeeters<corvettes<subs
make destroyers more resistant to subs but still do little damage. basically they should be used as t1 artillery which can defend itself against subs long enough to retreat (they are faster than subs)
make corvettes more accurate vs skeeters and give skeeters a small amount of specialist damage to destroyers.

Also, what are your plans for the maw/claw again? :)

And if you do add in the l3 superfactory PLEASE PLEASE PLEASE make it a option. otherwise i am going to have to host every game i play and disable it T.T
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Min3mat
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Post by Min3mat »

T.T connection errors
Last edited by Min3mat on 23 May 2006, 09:14, edited 1 time in total.
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Min3mat
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Post by Min3mat »

T.T connection errors
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