Absolute Annihilation 1.5 - Page 6

Absolute Annihilation 1.5

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Caydr
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Post by Caydr »

Seems like I got only half-way through the changes I wanted to do for L3 subs. I'll make sure that's fixed.

I'll increase the Commander's scripted aiming rate so it's fast enough to tag a unit running by. Will also increase its rate of fire while decreasing damage for a slightly increased (15-20 units or so) damage per second. Will also increase its XP gaining rate a little (it's roughly 100 times slower than it was before now, so I'll make it more like 50 times slower and see how that goes).
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Cabbage
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Post by Cabbage »

Pxtl, there is so much i want ot prove you wrong on right now, but it would likely take up an entire page of this thread, so i'll make do with a scathing comment

====> Do you even play AA? I mean these commander suggestions are just plain tripe! It's as if you come up with these suggestions by stringing together a few likely words such as "D Gun" and "Commander" and then working them into any random game element you can think of, in this case commanders. <====

How can you not have enough energy to use the dgun at hte beggining of a game? It only costs 500 energy per shot and with a couple of solars / wind gens you shouldnt have to worry atall! It's not like a single bloody kbot lab slowly building a peewee is going to bring you out in an E stall :x

Bah and i said i wouldn't go into detail. :s
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Cabbage
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Post by Cabbage »

I don't want silly ideas getting lodged in caydrs head.. you know hes impressionable... :P
Egarwaen
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Post by Egarwaen »

I'm still confused about how an AK/PeeWee can slip past inside your comm's weapon range. I find he picks them off pretty well. Sure, he's not fast enough to chase them down, but he can force them into an LLT or a group of your own basic units.
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Cabbage
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Post by Cabbage »

Egarwaen Wrote:
I'm still confused about how an AK/PeeWee can slip past inside your comm's weapon range. I find he picks them off pretty well. Sure, he's not fast enough to chase them down, but he can force them into an LLT or a group of your own basic units.
Aye, it shouldn't happen in the first place. It's nice when its you making a peewee/AK dance round the enemy factory though :p
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Zoombie
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Post by Zoombie »

I agree with Cabbage. The Com should not be changed. For one the D-Gun is his signature weapon. I mean what if...Hellboy showed up without his huge pistol? Or King Arthur arrived to fight a dragon without Excalibur. Or Winchester without his winchester rifle? It would be really weird, and dumb.

Also the D-gun is always useful I've killed my share of Krogoths (And sometimes more then one at a time) with a invisible com and a d-gun. And, in a pinch, your com can restart later in the map. Once i built an entire underwater base. Stayed hidden for quite a while, until someone noticed and sent their navy after me. Damn that torpid bug! I didn't remember it, so my mainly torpedo centered defense systems were totally smashed, much to the delight of my enemy's.

Grrrr!
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Cabbage
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Post by Cabbage »

Zoombie Wrote
I agree with Cabbage.
You may have a sausage, but only one! :P
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Zoombie
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Post by Zoombie »

I actually don't like sausage, so you can keep it.
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NOiZE
Balanced Annihilation Developer
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Post by NOiZE »

Please don't change the commander too much i love it as it is now

you actually have to apply STRATEGY instead of just using your own RAMBO on the front.
jellyman
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Post by jellyman »

The situation I hate coms in is in team games. In a one on one a living wall com can be so easily gone around that it never bothers me. In a 4 vs 4 there can be 4 living wall coms and you can't raid anywhere unless you are prepared to deal with a com. But if there was only one d-gun com per team.....

Or maybe I should play more 1 vs 1 and less team games.....
Kixxe
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Post by Kixxe »

jellyman wrote:The situation I hate coms in is in team games. In a one on one a living wall com can be so easily gone around that it never bothers me. In a 4 vs 4 there can be 4 living wall coms and you can't raid anywhere unless you are prepared to deal with a com. But if there was only one d-gun com per team.....

Or maybe I should play more 1 vs 1 and less team games.....
D-gun limit = no frontline com.

Even thou i hate playing d-gun limit...
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NOiZE
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Post by NOiZE »

d-gun limit is just silly imo, and just a really bad idea
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ginekolog
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Post by ginekolog »

comm i just fine now, its no more uber 1 man army + reduced explosoin makes it very balanced now.
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krogothe
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Post by krogothe »

Pxtl wrote:
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.
stfu noob
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TradeMark
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Post by TradeMark »

Pxtl wrote: 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.
In that stage, i start build LLT.
Pxtl wrote: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).
Again, thats why we build LLT:s.
krogothe wrote:stfu noob
Right.
Last edited by TradeMark on 30 May 2006, 13:02, edited 1 time in total.
espylaub
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Post by espylaub »

Com is cool the way it is now. In the early game it is a very valuable asset that is fairly good at taking care of itself, but then again, you need to protect it to some extent. The nerfed explosion is wonderful. Offensive Com is now next to useless, and that's a good thing.

Also much more fun hair-raising moments in game:

a: move your com! MOVE YOUR COMM!!!
a: omg!
a: noooo!
a: run!
a: aaaaargh!
a: phew, that was close...
a: omfg never do that again

etc.

I like it. I just really need that voyeur back.
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Deathblane
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Post by Deathblane »

That's the best argument I've seen for the comm changes in two pages :-)
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Min3mat
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Post by Min3mat »

the com atm
HP roughly that of a T1 plant. No hope of getting any more as he gets -80% of so XP from before. IMHO good use of the com should be rewarded with 1-2k more HP (~60% or so more HP) over time.
LLT laser. with less range than a LLT.
Dgun. So short ranged it will NEVER be put to use except late on if the com is cloaked.
However, the com can be beaten easily by 7 odd T1 units and within 3 odd secs from roughly 10 T1 units (thuds and storms). So accompany that amazingly expensive karg with a mere 15 T1 units and you will instakill the com...no not with the t2 units you noob. the TIER ONE!!!
Com is worthless tbh
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NOiZE
Balanced Annihilation Developer
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Post by NOiZE »

Min3mat wrote:the com atm
HP roughly that of a T1 plant. No hope of getting any more as he gets -80% of so XP from before. IMHO good use of the com should be rewarded with 1-2k more HP (~60% or so more HP) over time.
Please NO, don't bring the rambo commander back please
Min3mat wrote:LLT laser. with less range than a LLT.
Dgun. So short ranged it will NEVER be put to use except late on if the com is cloaked.
Maybe a tiny increase is in it's place
Min3mat wrote:However, the com can be beaten easily by 7 odd T1 units and within 3 odd secs from roughly 10 T1 units (thuds and storms). So accompany that amazingly expensive karg with a mere 15 T1 units and you will instakill the com...no not with the t2 units you noob. the TIER ONE!!!
That's why you need to protect him, it ISN'T a one-man army!!!!
Min3mat wrote:Com is worthless tbh
Not at all, it just isn't rambo anymore!
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Min3mat
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Post by Min3mat »

define a freaking rambo
a com which can become 50-60% more valuable with careful use against lone units
or a com with 4k HP a mid ranged dgun able to get 1-2k more HP pretty easily
seriously...what im proposing encourages careful use of the com.
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