Absolute Annihilation 1.5 - Page 15

Absolute Annihilation 1.5

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Min3mat
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Post by Min3mat »

teh red one or the blue!
egarwaen the demolisher is sort of a assault tank, i've tried it but met with no sucess. Penetrator is only useful against t3, its too slow and too specific and micro intensive for any other purpose (although if your opponent hasn't got that many Long Range defenses this would be a option, although unless gravity is very low mobile arty is probably a better idea as it is nice and cheap spammable and fairly fast...well compared at least =))
at least you admit you are completely wrong i guess pxtl
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Pxtl
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Post by Pxtl »

Min3mat wrote: at least you admit you are completely wrong i guess pxtl
That's my freaking point. If I make a suggestion, tell me why it's a bad idea. I'm just responding to problems I see in the game with ideas. If you don't like them, say so. No need to scream. It's not like I'm married to the concepts.
Egarwaen
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Post by Egarwaen »

Min3mat wrote:egarwaen the demolisher is sort of a assault tank, i've tried it but met with no sucess.
Check the stats on the Unit Guide, you'll quickly go "Oh". Unless something changed since 1.46, the Bulldog has more health, moves faster, aims faster, has only slightly less DPS (172 vs 216), and has almost 90% of the range.

Oh, and it's cheaper to boot. :|

So maybe the Demolisher needs a tweak on the Arm side?
Penetrator is only useful against t3, its too slow and too specific and micro intensive for any other purpose (although if your opponent hasn't got that many Long Range defenses this would be a option, although unless gravity is very low mobile arty is probably a better idea as it is nice and cheap spammable and fairly fast...well compared at least =))
Oh. Hm. That's interesting. I'd had some success with Penetrators as long-range support for tanks against static defences, but looking at the numbers more closely, Lugers are very obviously better. Thanks!
pxtl wrote:That's my freaking point. If I make a suggestion, tell me why it's a bad idea. I'm just responding to problems I see in the game with ideas. If you don't like them, say so. No need to scream. It's not like I'm married to the concepts.
For simple things, test it first. It took me five minutes to fire up Spring and plop down a couple units to test your scenario using cheats.

Two valid balance problems do seem to have come up:

1) The Viper has more DPS than the Pitbull and is tougher and smaller. (Though they aren't very far apart) Does the Pitbull's cloaking really make up for this?

2) Exploiters. I think min3mat might have a point here. They do really seem to stop raids dead, and while you can get an economic advantage because they cost more, they have an HP advantage over Mex + LLT, only cost a bit more, and have the anti-raider damage reduction.
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Neddie
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Post by Neddie »

I think the Viper and Pitbull are balanced as far as they go, as I've been very effective with both.

Now, the exploiters I agree with. The advanced ones can end a raid in seconds, and they can usually end a full scale attack. I've seen one with four supporting units stop a mixed thirty tank group. Now, the cost and build time are both serious, but...
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Pxtl
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Post by Pxtl »

Damn, I had no idea that the exploiters were anti-raider. That explains a game or two.
Kixxe
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Post by Kixxe »

Woa, there been like 3 pages in 2 hours only to be filled with useless nonsense.
Yay for long posts with a crapload of filler.


Btw, about the com... i can understand the need for a HP nerf, but the D-gun range and the speed was not needed at all.


And i still think that HLT's should be more... i dunno, heavy? Instead of like not being to handle any level 2 units stronger then a 2-3 zues?
kirbyssb
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Joined: 25 Feb 2006, 19:26

Post by kirbyssb »

In my opinion the comm changes are fine... for commander continues.

I know most of you play commander continues and so you are enjoy the changes, but for commander ends if you get even slightly lucky you can take down somebody elses comm with a few t1 units. It has happened to me, it has happened to friends. I enjoyed the comm before because you could use him as defense if you wanted to, but if you lost him you were done, so you had to balance it. Especially when the comm could die to a row of 3 llts, he still wasn't THAT hard to kill then, but you couldn't do it with tech 1 stuff unless you microed rockos or had a large force. Now he's overly weak, and I can't even defend anything with him without having a very very narrow window for living or having my entire side explode.

P.S. don't tell me to play comm continues. I do for certain games but now comm ends is nearly ruined which makes me sad. People wouldn't play it before because "omg he will die so fast" and now he's even weaker. Back then I felt justified in telling people to protect their comms. Now I don't even think I have the right to say that, he's too weak.
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knorke
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Post by knorke »

Panthers are fast and pack light AA. But the only real role I've found for them is keeping them back near Penetrators. Gremlins seem to raid better... So what are they for?
Their use is probally the combination of the long range missle launcher and their strong shortrange laser...
I've often seen how a group of those fast tanks drives through a hole in the defenses (killing surving level 1 stuff with the missles) and then shooting some stuff with their zip-zap laser thingy.

about the Reaper:
I think their "problem", if there is one with them, is that their flamethrower can not rotate unlike the Pyro K-Bots, who flame along left and right while marching through your base.
At the moment you can only use them against buildings because they wont fire to the sides.

With a high, rotable tower-turret they would be good at melee and could still do heavy damage if they get near buildings.
Come on, a flamethrower must be able to move and wave around, otherwise it looks stupid and makes little sense.

German engineering in da house:
Image


To the Commander:
I liked when you could use them as a "shield" in the beginning if you messed up your start. The D-Gun does not make sense, if he can not get near those annoying rushing level 1 units ;)
But with a better armoured Commander there is always the risc of the almighty combombing / "unstoppable expansion in the middle" so maybe defences should do more damage while Hammers,Storms,bla will still get owned by the Commander?
patmo98
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Joined: 09 Jan 2006, 17:51

Post by patmo98 »

[quote=SVN]
Units no longer get experience for overkill damage
[/quote]

You might want to reduse the commanders build cost in the next release. I bet that most of the damage that he was doing to units was overkill damage. When that that is gone, it might be a good idea to lower his cost so that he actually can get experence without killing supermechs. That would also fix the problem with other units getting insane amounts of ventrency from him.
Leaderz0rz
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Post by Leaderz0rz »

I don't think there is anything wrong with the current goliath..I might be biased because I love them so.
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Soulless1
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Post by Soulless1 »

nobody said there was anything wrong with the goliath

its the REAPER that sucks

little story: Once upon a time there was a game called OTA blah blah etc whatever.

long story short; Reaper used to = bulldog, and goliath was core's special ubertank, - it cost more, had better armour, weapons, was slower etc etc

Reaper as a flame tank is sucky, I agree with cadyr that it needs changing :-)
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ginekolog
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Post by ginekolog »

i agree with someone about reaper.

Just give him fast rotatable turret and faster speed. That way it will be like big pyro and usefull too.

It needs speed though or its just useless.
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Rayden
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Post by Rayden »

knorke wrote:German engineering in da house:
Image
looooooooooooooool

PS: EMP Shock for nukes would be cool
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Drone_Fragger
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Post by Drone_Fragger »

Rayden wrote:
knorke wrote:German engineering in da house:
Image
looooooooooooooool

PS: EMP Shock for nukes would be cool
Why not make nukes emp?
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Machiosabre
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Post by Machiosabre »

because then we wouldn't have any nukes?
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Das Bruce
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Post by Das Bruce »

ginekolog wrote:i agree with someone about reaper.

Just give him fast rotatable turret and faster speed. That way it will be like big pyro and usefull too.

It needs speed though or its just useless.
Nah, give it its old gun back but two little flamethrowers on the front of the chassis that can only point say 15 degrees from forward!
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Drone_Fragger
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Post by Drone_Fragger »

YER.
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Soulless1
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Post by Soulless1 »

Das Bruce wrote:
ginekolog wrote:i agree with someone about reaper.

Just give him fast rotatable turret and faster speed. That way it will be like big pyro and usefull too.

It needs speed though or its just useless.
Nah, give it its old gun back but two little flamethrowers on the front of the chassis that can only point say 15 degrees from forward!

:twisted:
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MR.D
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Post by MR.D »

What ever happened to the LVL-3 Vehicle Plant and heavy tanks idea?
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Soulless1
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Post by Soulless1 »

it got delayed, but it's still happening :-)
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