Absolute Annihilation 1.5
Moderator: Moderators
Seaplane swarmers are even better ^_^ they cost 62 m and do a nice 200-300 damage in a single pass!
They pwn planes, commanders, mechs, bases, anti-air... i bet they could shoot down nukes if you micro them enough.
Also, a hllt kills the same number of pewees as the flame lvl2 swarmer tower, which is 6x more expensive. With heavier units the hllt kills even better, effectively making it a retarded unit
They pwn planes, commanders, mechs, bases, anti-air... i bet they could shoot down nukes if you micro them enough.
Also, a hllt kills the same number of pewees as the flame lvl2 swarmer tower, which is 6x more expensive. With heavier units the hllt kills even better, effectively making it a retarded unit
- Machiosabre
- Posts: 1474
- Joined: 25 Dec 2005, 22:56
Just so everyone knows, once the next version of Spring is out, I'll have to release another new version of AA in order to fix the repulsors (since they're now using different tags). I'll try to make sure that those fake DT bugs are fixed. If anything else jumps out at you, please report it as soon as possible.
The inaccurate range on tacnukes (and probably EMP launchers) is a carryover from the OTA version, I'll fix that, thanks.
Someone please give some more information about how L2 fighters are doing. Seaplane fighters as well. Any suggestions on how to fix them up a bit would also be welcome.
I'll fix those missing wreckage things. I KNEW I forgot something for those units.
edit: oh, just a reminder - anti-fighter turrets (packo, sam), oddly enough, function very well in an anti-fighter capacity.
I'll boost Firestorm (Inferno? wth is with all the units named with fire themes... this modder's an idiot) up a bit.
The inaccurate range on tacnukes (and probably EMP launchers) is a carryover from the OTA version, I'll fix that, thanks.
Someone please give some more information about how L2 fighters are doing. Seaplane fighters as well. Any suggestions on how to fix them up a bit would also be welcome.
I'll fix those missing wreckage things. I KNEW I forgot something for those units.
edit: oh, just a reminder - anti-fighter turrets (packo, sam), oddly enough, function very well in an anti-fighter capacity.
I'll boost Firestorm (Inferno? wth is with all the units named with fire themes... this modder's an idiot) up a bit.
Shame anything else but flaks also gets owned by fighters. Defenders are all but useless now and, well so are bombers, gunships and all other planes.Caydr wrote: edit: oh, just a reminder - anti-fighter turrets (packo, sam), oddly enough, function very well in an anti-fighter capacity.
They need a FAT boost, they are incredibly expensive and even vs masses of pewees they still suck more than hllts/beamers, which are 5x cheaper.Caydr wrote: I'll boost Firestorm (Inferno? wth is with all the units named with fire themes... this modder's an idiot) up a bit.
- Machiosabre
- Posts: 1474
- Joined: 25 Dec 2005, 22:56
Hovercraft commanders mode bug
There is a bug in AA Hovercraft commanders version. Decoy commanders use the same model as the normal ones, and it is properly replaced by a hover, but decoy's fbis stay the same. That results in a lot of ingame COB errors, like this:
Even more, decoy commanders have 3000 HP, Hover commanders have 6000, so they are clearly different now. Decoys even still have a weapon while Hover comms don't.
Code: Select all
CobError: Invalid piecenumber for show(flare) (in
scripts/cordecom.cob:FirePrimary at 757)
CobError: Invalid piecenumber for explode (in
scripts/cordecom.cob:Killed at 8c2)