Absolute Annihilation 1.5 - Page 5

Absolute Annihilation 1.5

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NOiZE
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Post by NOiZE »

Well just wait for next spring release so the deflectors can be fixed aswell

it isn't that far away i think
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yuritch
Spring 1944 Developer
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Deep subs bug

Post by yuritch »

There is one more bug which I don't see mentioned.
The submarines seem to be changed to be much deeper below water than before, but the shipyards that build them remain tha same. Now it is possible to build a shipyard in places that are too shallow for the subs to leave it. I tested this with ARM and CORE level 1 shipyards.
Build a shipyard close to the shore, build a sub in it. The sub even visually appears stuck in the seafloor, and it cannot leave the shipyard (unless driven away in FPS mode). I noticed this on Oki River Remake, should be the same on any map that has shallow water near shores.
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Caydr
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Post by Caydr »

Ok, I'll fix that sub problem.

Noize, I'd really like to wait for the next Spring version but I don't know how long that'll be. Stuff just keeps getting added every time I check the SVN. I'm not complaining obviously... but it'll take time for all the new stuff to be ironed out. I heard (don't quote me) that at least some elements of the new GUI may be present in the next version. This wasn't from a developer. Anyway, if that's the case it could be a while yet and I don't want to leave this sloppy version out there for any longer than necessary.

BTW, why do you want all the corpse files merged anyway?
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NOiZE
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Post by NOiZE »

Caydr wrote: BTW, why do you want all the corpse files merged anyway?
can be handy!
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NOiZE
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Post by NOiZE »

Maybe fighters shouldn't do damage to ground units.... or maybe just way less damage
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MR.D
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Post by MR.D »

It would be nice to have the Commander gain experience at a normal level again.

1000 HP removed from the commander may not sound like much, but I've seen alot of games already where a commander gets beaten pretty badly by small mixed groups of say, 4-5 Thuds, and maybe a mixed Storm and an AK, and walk away with 200-500 HP with little or no experience gain.

Don't get me wrong, the nerf to the commanders was needed quite badly aparently, but the commander should be rewarded with surviving little skirmishes with some Experience HP added to counter his initial weakness.

It just seems like commanders are getting their asses handed to them more often than they should in just very light combat now.

It makes COM ends games almost too dangerous to play.

/me awaits flames.
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NOiZE
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Post by NOiZE »

MR.D wrote:It would be nice to have the Commander gain experience at a normal level again.

1000 HP removed from the commander may not sound like much, but I've seen alot of games already where a commander gets beaten pretty badly by small mixed groups of say, 4-5 Thuds, and maybe a mixed Storm and an AK, and walk away with 200-500 HP with little or no experience gain.

Don't get me wrong, the nerf to the commanders was needed quite badly aparently, but the commander should be rewarded with surviving little skirmishes with some Experience HP added to counter his initial weakness.

It just seems like commanders are getting their asses handed to them more often than they should in just very light combat now.

It makes COM ends games almost too dangerous to play.

/me awaits flames.
FLAME #1:

This is WHY the commander needed this nerf, YOU need to protect your commander!!!!!!
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Zenka
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Post by Zenka »

Flame #2:

I like the lowering HP of the comm. but it's too much.
Buf 500 HP back, so it won't die too fast.

Also, could someone give me the reason why you buffed the HP of the anni?
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Min3mat
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Post by Min3mat »

nah i like the idea of a skirmishing com gaining XP
if it was put back to normal a HP buff wouldn't be needed, as intelligant use of the commander would be rewarded with moderate HP increases (until later on when the exponiental XP system really kicks in)
thats my opinion
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ginekolog
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Post by ginekolog »

comm is fine with me but i wonder why uber levitihian got range increase from 600 to 800? Now it even more owns the sea .. until torpedo bombers are fixed ofcourse ;)
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Pxtl
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My opinion on the comm

Post by Pxtl »

Beef up the comm's laser weapon range and make him raise that arm of his faster for the laser. Then the comm can handle a few AKs that rush at the start. I once had a comm building an LLT and an AK ran right by him - in one side of his range and out the other, before he could raise his arm to shoot.

Otherwise, nerf the comm six ways from sunday (except give him better resistence to heavy weapons to prevent a lucky shot). That way he can do some basic rush defense and nothing else.
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Acidd_UK
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Post by Acidd_UK »

I like the new fragile commander, as Noize says, you need to protect him, not use him as a rolling front line...
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Pxtl
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Post by Pxtl »

ginekolog wrote:comm is fine with me but i wonder why uber levitihian got range increase from 600 to 800? Now it even more owns the sea .. until torpedo bombers are fixed ofcourse ;)
I suggested that one myself, but the idea was to nerf all the rest of the Levi's stats, converting it into an underwater torpedo-artillery unit that dies fast to sub-killers.
Acidd_UK wrote:I like the new fragile commander, as Noize says, you need to protect him, not use him as a rolling front line...
I can see why this is necessary - a lot of players have the commander out at the front building HLTs and Guardians, and any unit that tries to take out the HLT under-construction gets Dgunned.

Really, now that most of us have learned to defend against the rush (a little LLT here, a few peewees there) do we even need the dgun anymore? Is it just an anachronism? Imho, give the comm an hlt-ranged (but weaker) laser so he can blow up some peewees in an early rush, and leave it at that.
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BigSteve
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Post by BigSteve »

hmmm, lets see, changing the comms arm laser... hmmm.... lets think... he has the dgun... the most Uber, most kcik ass, most noisy, most fun most powerful gun in the entire galaxy that can kill anything in a single shot...
HOW ABOUT NO!!!!!!

:P
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Cabbage
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Post by Cabbage »

Pxtl Wrote:
Really, now that most of us have learned to defend against the rush (a little LLT here, a few peewees there) do we even need the dgun anymore? Is it just an anachronism? Imho, give the comm an hlt-ranged (but weaker) laser so he can blow up some peewees in an early rush, and leave it at that.
Really... just no, not ever in a million years, i'd turn down £1,000,000, i would rather put out my eyes with a rather mouldy feather duster thats been lying around in a radioactive cesspit for a decade before i saw something like that implimented. :x

I mean, ignoreing the fact that new players start all the time, and therefore HAVEN'T learnt to defend against "the rush", where a d-gun is pretty bloody handy, a com could easily fall to a small group of peewees now with it's decreased health. I killed two coms today with small groups of level one units today where the enemy was energy stalling, voiding any use of the D gun. With it, i wouldn't have stood a chance.. with those units atleast .. ^^

Anyway, a dgun is useful throughout a game, i also used it to destroy three razorbacks earlier today.

if you have a group of enemy units in your base without any option to use a dgun, you've had it.

Oh and HLT range laser is stupid, whats to stop you using your com to take out any enemy structure without risk of being harmed until they can get up costly HLT's or guardians?

hopefully what i've typed makes sense - if not, it's coz iv'e been down hte pub all night :p
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Pxtl
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Post by Pxtl »

BigSteve wrote:hmmm, lets see, changing the comms arm laser... hmmm.... lets think... he has the dgun... the most Uber, most kcik ass, most noisy, most fun most powerful gun in the entire galaxy that can kill anything in a single shot...
HOW ABOUT NO!!!!!!

:P
I know it seems drastic, but think about it - 90% of the time the use I see of the dgun isn't heroicly felling the Krogoth or an oncoming rush of Pyros... usually if you're resorting to use the Comm for an attack like that, your game is over already. Most of the use of the Dgun I see is the comm standing up front helping conbots build HLTs and obliterating anyone who would prevent the completion of said HLT.

And as Cabbage so aptly pointed out: the Comm dgun requires energy. So even for n00bs using it for anti-rush, n00bs tend to get stuck in nanostall so it remains useless.

Whatever, I'm just waiting for HC commanders to fix the decoy bug then I can never play with normal comms again. And I admit I was wrong about boosting Comm's laser range. But either way - I'd rather the comm have a useful laser for anti-rush duty and then ditch the dgun. Or boost the dgun cost into a late-game-only weapon. Something. Anything to stop yet another player from using his comm as a living wall while it finishes up an HLT three-quarters of the way through the map.

I'm betting that this armour-nerfing of the comm will have the undesired effect. The comm is still tough enough to help build the front line (which also puts him in prime comm-bombing location) and at the same time he's weakened enough that he will end up getting destroyed by accidental bertha or otherwise artillery deaths in the late game, decimating or destroying a defending player unexpectedly. In fact, the late-game comm becomes such a liability that he is even more useful as a bomb than as a builder.

There is no easy answer for the Comm. I've been going through millions of bizarro ideas and none of them are nice. For example, I've been playing with the idea of making every unit do the same damage-per-second to the Comm. A krog is the same as a peewee to the Comm. Thus, he's the same strength in late-game as early. Either way a comm-kill is best done by a swarm of L1 units. All kinds of stupid ideas like that. The fact is that the comm screws up the game in many ways - he's an invinicible rolling front line at L1 (providing you've got energy), a walking nuke, and he still fscking sucks as an early-game rush defense (which, imho, was the whole freaking point of the comm).
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Cabbage
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Post by Cabbage »

Pxdtl Wrote
and he still fscking sucks as an early-game rush defense (which, imho, was the whole freaking point of the comm).
I'm sorry, but you're just plain wrong, what other single lvl 1 unit would you rather have to defend your base? A peewee, a thud, a rocko?......

None of them compare to a commander for defending your base, a com can be useful throughout an entire game if utilised properly. I can't understand how you can possibly find the d gun useless.

<Tries to surpress the Red Mist>

I've not even been drinking stella :P
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Min3mat
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Post by Min3mat »

And as Cabbage so aptly pointed out: the Comm dgun requires energy. So even for n00bs using it for anti-rush, n00bs tend to get stuck in nanostall so it remains useless.
screw the freaking noobs. YOU DO NOT BALANCE A GAME AROUND A NOOB LEVEL OF PLAY FFS

besides which the com is WEAK
VERY weak. 5 storms and 2-3 PW microed = dead com = 10k metal or insta nuke. i mean ffs the com is not a 'avatar of yuor ub3r m1gh7!111' anymore so much as a shitty unit that you suicide if its on continues for a tiny nuke or hide if its ends from that SCARY 6 T1 UNITS!11!11!

pleh. i dislike the com changes i think that the com should be able to attain at least 4-5k HP over time
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Pxtl
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Post by Pxtl »

Cabbage wrote:Pxdtl Wrote
and he still fscking sucks as an early-game rush defense (which, imho, was the whole freaking point of the comm).
I'm sorry, but you're just plain wrong, what other single lvl 1 unit would you rather have to defend your base? A peewee, a thud, a rocko?......

None of them compare to a commander for defending your base, a com can be useful throughout an entire game if utilised properly. I can't understand how you can possibly find the d gun useless.

<Tries to surpress the Red Mist>

I've not even been drinking stella :P
Have you _tried_ to defend a base where an AK has run past your comm? The AK runs rampant through the base and blows everything up. Even with a dgun - dguns can miss. And the comm wanders around at his lethargic pace trying to get a clear shot with his pee-shooter to mildly wound the AK that's already claimed three wind plants, two mexes, and a solar.

That's my point: the main place the comm is useful (midgame frontline base construction) is the place where he's most annoying.
Min3mat wrote: besides which the com is WEAK
VERY weak. 5 storms and 2-3 PW microed = dead com = 10k metal or insta nuke. i mean ffs the com is not a 'avatar of yuor ub3r m1gh7!111' anymore so much as a shitty unit that you suicide if its on continues for a tiny nuke or hide if its ends from that SCARY 6 T1 UNITS!11!11!

pleh. i dislike the com changes i think that the com should be able to attain at least 4-5k HP over time
That's my freaking point. The comm should be _good_ against small teams of L1 units (hence my beef about it's crappy sidearm) and _bad_ against a heavy L1 onslaught (my beef about the Comm being used as the frontline defence once the player has enough E to dgun agressively).

Instead it's the other way around. In early game, you don't have enough energy to dgun agressively, so peewees make your comm look like he's in PVS. Meanwhile, in midgame (HLT/guardian time) which is the crucial time when territory is claimed, he's at his most powerful, with abundant dgun energy and foes that can't clobber him from a safe range.

In short: the comm is ass-backwards. My answer is to crank up the cost and range of the dgun so that it requires a fusion economy to power it (but it's useful and important in late-game) and beef up his little pee-shooter into an LLT so he can fight off small teams of skirmishers like an LLT can.
Leaderz0rz
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Post by Leaderz0rz »

LLT>ak/peewee
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