Absolute Annihilation: Spring 1.46
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- Machiosabre
- Posts: 1474
- Joined: 25 Dec 2005, 22:56
leave exploiter, it costs like mex+2 llts.
tbh i wouldnt change 1.46 much. Its really balanced atm, i even found good counter for lvl2subs (use cheap torpdo launchers + sonar)
So even water is quite ok except impossbile comeback in water if enemy has subs. Maybe give one aph tank some antisub torpedo until torpedo planes are fixed?
tbh i wouldnt change 1.46 much. Its really balanced atm, i even found good counter for lvl2subs (use cheap torpdo launchers + sonar)
So even water is quite ok except impossbile comeback in water if enemy has subs. Maybe give one aph tank some antisub torpedo until torpedo planes are fixed?
- Machiosabre
- Posts: 1474
- Joined: 25 Dec 2005, 22:56
The Exploiter's fine. Sure, you can't raid it, but it costs an arm and a leg. If you build them too early or build too many, you wind up crippling your econ.Min3mat wrote:could you remove the exploiter and the warrior?
The Warrior's just odd. I rarely bother with them. How are they supposed to be used?
It's like a mobile exploiter really - AKs, Peewees, Instigators and Flashes do 1/2 damage against it. (I think....)Egarwaen wrote:The Exploiter's fine. Sure, you can't raid it, but it costs an arm and a leg. If you build them too early or build too many, you wind up crippling your econ.Min3mat wrote:could you remove the exploiter and the warrior?
The Warrior's just odd. I rarely bother with them. How are they supposed to be used?
- Deathblane
- Posts: 505
- Joined: 01 Feb 2006, 01:22
I really like that idea, if one of the amphibious tanks on either side had a torpedo it'dginekolog wrote:So even water is quite ok except impossbile comeback in water if enemy has subs. Maybe give one aph tank some antisub torpedo until torpedo planes are fixed?
a) Give you a chance of getting back into the water
b) Make amphibious tanks more usefull for amphibious assaults.
WTF?!Caydr wrote:Reduce Banisher rocket firing rate? Say, maybe 30% longer reload, 5% less range, 20% greater firepower, 10% larger AoE, 40% less tracking?
There is nothing that needs to be changed with the Banisher, its not an exploited unit nor is it overpowered, but the 1 thing that it does need is some way to fix the missle so it doesn't hit Corpses and friendly units as easily.
iirc, each side already has an amphib depth-charge launcher kbot. The Core has the Gimp, and iirc the arm Maurauder has them too (although the unit guide tells me different). The problem is that underwater bots/vehicles take increased damage from torpedo launchers/depth charges. It's important to keep this rule consistent, or else confuse players with the exception.Deathblane wrote:I really like that idea, if one of the amphibious tanks on either side had a torpedo it'dginekolog wrote:So even water is quite ok except impossbile comeback in water if enemy has subs. Maybe give one aph tank some antisub torpedo until torpedo planes are fixed?
a) Give you a chance of getting back into the water
b) Make amphibious tanks more usefull for amphibious assaults.
Personally, I'd rather the launcher unit be a surface-dweller - either a hovercraft (where the launcher can be pathetically weak, as hovers, like torpedo bombers, are immune to all sub-launched weapons) or a Pelican-like kbot.
Really, the current best way to invade the water is with structures - first use seaside depthcharge launchers, then in-water torped launchers, then start getting factories built.
Or else just nuke it - not many naval players remember to build an antinuke boat.
So in my conclusion (for the bazillionth time): give the anti-air hover a weak depthcharge launcher as a stopgap measure to attack subs until torp bombers are fixed in the main binary.
And don't change anything on the Banisher. Their rate-of-fire is already apalling, and they're one of the only units out there that's good for fighting Arm's flak-resistant gunships.
Idunno, but personally I detest the "special damage to units of type X" unless it's a large, consistent rule (IE amphibs take tons of damage from underwater weapons), and the reload time of the thing is already apalling. If you really decide you absolutely MUST nerf it (which I disagree with), just cut the damage it deals, and maybe increase the blast radius of it by a tad so it's still useful. That would make it still pwn swarms, but be less useful against hardened targets.Min3mat wrote:Caydr!!111
your changes are exxxxxxttttttttrrrrrrrrrreeeemmmeeeeeeeeee
just increase reload time by 10% or so 1/2 it's damage and make it do double damage to t1 units and lighter t2 units. making it unable to target air would be nice too (reduce the cost a little 10-20% if doing this)
- Machiosabre
- Posts: 1474
- Joined: 25 Dec 2005, 22:56