Absolute Annihilation 1.5 - Page 36

Absolute Annihilation 1.5

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Egarwaen
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Joined: 27 Feb 2006, 21:19

Post by Egarwaen »

krogothe wrote:The good news is that we can make them lvl1 and fast-ish or use them as the carriers of the all new shields.
I like that idea!
min3mat wrote:I knew that the viper should be nerfed to the pitbull, not the other way round. i love being right.
Yup. Problem is that you couldn't do that without also nerfing the HLT, as as of 1.46, it was better than a Pitbull. Significantly. And most people didn't think the HLT needed to be nerfed.

Though it looks like there may have been a math error in Caydr's rebalancing, so....

For the bombardment ships, compare...
Abel Acceleration: 0.026
Viking Acceleration: 0.004

Think that might have had something to do with it?

I think Minelayers simply don't get much use because it's generally better to build LLTs, and there's rarely much unobserved "no man's land" space around your defences.

Other than that, the 1.5 changes look good. The Anni HP boosts were absurd.
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Caydr
Omnidouche
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Post by Caydr »

Final Changelog:
1.49 --> 1.5

Implemented small change which might correct occasional reported issues
with anti-nukes not firing
Fixed an exploit and a bug with heavy air transports
Pitbull/Viper/HLT multiplication errors corrected, they are no longer
insanely powerful
Viper, Core HLT yardmap errors corrected
Fighter unguided heavy rockets removed
Cruise missile ship firing rates halved, damage reduced by 1/4
Cruiser weapons adjusted; Crusader now has shorter range (900->720),
Executioner; both ships' HP reduced by 1000 (5xxx->4xxx)
Destroyer damage vs. submarines reduced (275->200)
Aegis description fixed to reflect its change to EMP missile
Viking, Cronus bombardment ships removed
Annihilator HP reduced 500 units (3500->3000)
Fido gauss/ballistic on/off switch added back in; in ballistic mode it
now fires 50% slower by has 50% greater damage and has 6x the AoE of
gauss mode
Total unit count is now 383
Link coming shortly.
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Min3mat
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Joined: 17 Nov 2004, 20:19

Post by Min3mat »

Fido gauss/ballistic on/off switch added back in; in ballistic mode it
now fires 50% slower by has 50% greater damage and has 6x the AoE of
gauss mode
sorry...what? a skirmishing arty unit which moves fast and is fairly spammable which can also serve as a (fairly) effective assault unit with a fair chunk of health?
hmm i'll definately be giving that a try ^^
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Drone_Fragger
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Joined: 04 Dec 2005, 15:49

Post by Drone_Fragger »

Its not reall yan Arty unit. It serves the same purpose as the morty. It was suggested by me in OTA because it used to be on a dgun-styled command, Which meant you had to keep hammering it to fire over DT. DT were damn good in OTA. You couldn't defend well unless you had some DT spam.
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Rayden
Posts: 377
Joined: 01 May 2005, 13:15

Post by Rayden »

A speed increase of Flakkership would be great. Just compare Millenium with Flakkership. Millenium has about the double speed with tripple size .. ridicolous.
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Drone_Fragger
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Post by Drone_Fragger »

Did you decrease the insane beamer dmg v commander?
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Caydr
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Post by Caydr »

Fido's ballistic AoE is 6x its regular AoE... so goes all the way from 8 to 48 :P (any bona-fide artillery unit has at least 128 AoE)

Download:

http://prdownloads.sourceforge.net/ta-a ... p?download

http://files.filefront.com/AASpring15zi ... einfo.html

http://www.fileuniverse.com/?p=showitem&ID=3432
Last edited by Caydr on 11 Jun 2006, 18:47, edited 1 time in total.
Suit
Posts: 35
Joined: 27 Mar 2006, 15:11

Post by Suit »

you really need to fix the nuke/anti nuke stuff

i just tried that - if you fire more nukes at the same time anti nuke cant prevent the impact of all nukes

the rate of fire should be raised

tried that on a 16x16 map corner to corner - 6 nukes are enough to overpower 1 antinuke

if the distance is shorter (8x8 map) i overpowerd 3 antinuke silos with 6 nukes

the antinukes also stop to protect if the attacking nukes closing in - so the dont even try to kill them

---

and walls are still reclaimable ...
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Aun
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Joined: 31 Aug 2005, 13:00

Post by Aun »

Suit wrote:you really need to fix the nuke/anti nuke stuff

i just tried that - if you fire more nukes at the same time anti nuke cant prevent the impact of all nukes

the rate of fire should be raised

tried that on a 16x16 map corner to corner - 6 nukes are enough to overpower 1 antinuke

if the distance is shorter (8x8 map) i overpowerd 3 antinuke silos with 6 nukes

the antinukes also stop to protect if the attacking nukes closing in - so the dont even try to kill them

---

and walls are still reclaimable ...
Anti-nuke isn't supposed to be the ultimate foolproof defence, it's good!
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Dr.InfernO
Posts: 223
Joined: 18 Nov 2005, 13:55

Post by Dr.InfernO »

Suit wrote:you really need to fix the nuke/anti nuke stuff

i just tried that - if you fire more nukes at the same time anti nuke cant prevent the impact of all nukes

the rate of fire should be raised

tried that on a 16x16 map corner to corner - 6 nukes are enough to overpower 1 antinuke

if the distance is shorter (8x8 map) i overpowerd 3 antinuke silos with 6 nukes

the antinukes also stop to protect if the attacking nukes closing in - so the dont even try to kill them

---

and walls are still reclaimable ...
Dr. InfernO's medical advice:
For a good vital function you should build more than 1 anti nuke in lategame. And allways remember: Building more than 1 anti nuke is like useing condoms to prevent from nuclear infection.
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Caydr
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Post by Caydr »

I can't do anything about fort walls being reclaimable, Spring currently doesn't support this tag.

Antinukes shouldn't have any problem with intercepting nukes. If they do, then there's probably nothing I can do about it.
espylaub
Posts: 205
Joined: 01 May 2006, 11:35

Post by espylaub »

krogothe wrote:the bad news is that i actuallly NEVER EVER in my spring(edit: for AA of course) life seen ANYONE using radar bots/vehicles.
The good news is that we can make them lvl1 and fast-ish or use them as the carriers of the all new shields.
I use them all the time as core (except in 1.48, where they had mysteriously disappeared). The cool bit is their sight range, not the radar: 2 Voyeurs with a couple of Morties: fun. Simpler to manage than a spybot, uses less energy, is cheaper... really useful imo. You can have them guard the Morties and you will always have a LOS/range advantage over practically any other land unit. You see enemies earlier and can keep the morties just out of their reach while still firing at them. Plus, unless they have cameras everywhere, the enemy is firing at radar blips (if it isnt jammed) while the morties can actually see them. Great advantage, especially since hardly anyone else seems to use them.

Radar bots + Morties: rock.
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MR.D
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Joined: 06 Aug 2005, 13:15

Post by MR.D »

Speeding up the release speed of the antinuke silo might help, and increase its launch rate of fire.

If you have 1-2 ANTI nuke silos, and you have 6 missles stocked, you should be able to intercept 6 nukes whether they are staggered 1 at a time, or in a full volley all at once.
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Neddie
Community Lead
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Post by Neddie »

Thank you Caydr.

So, are you readjusting those two ships for next time, and what about the AA L2 K-bots?
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NOiZE
Balanced Annihilation Developer
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Joined: 28 Apr 2005, 19:29

Post by NOiZE »

Great Release!
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Caydr
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Post by Caydr »

Yeah I'll make sure the anti-air boats go at the same speed as other L2 ships if they don't.

Todo:

Dragon's Maw texturing made to more closely resemble Dragon's Teeth
Flakker ship is too slow compared with other L2 boats (fixed)
Fido weapon on/off is screwy (fixed)
Reaper buildpic isn't updated
Rapier rocket turnrate and velocity increase (fixed)

Don't worry, no 1.51 until next version of Spring, unless something major is found.
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MR.D
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Post by MR.D »

Image

This is basically the problem he has mentioned with the ANTI-Nuke interception issue vs nukes.

On a Long distance launch scenario, a failure like this is far less likely as long as ammunition matches or exceeds the ammount of incoming nukes.

On closer ranged maps, 1 antinuke silo is easily overtaken if multiple Nuke silos are attacking, because
#1. nukes accelerate while in flight
#2. Antinuke missles fire at a rate that is meant to counter 1 Nuke silo attacking.
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Caydr
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Post by Caydr »

Does XTA not have this problem? I could check how it has antinukes set up.
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Deathblane
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Joined: 01 Feb 2006, 01:22

Post by Deathblane »

Yeah but if you can afford to spam a single anti-nuke silo with 6 nukes you've generally won anyway. I've never seen a nuclear strike of greater than 4 nukes anyway, and if you wait untill you've stockplied 6 nukes then you're enemy has concievably built 2 or more anti-nuke silos.
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Caydr
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Post by Caydr »

Another bug I just found, not sure what the cause is. The Arm Fatboy artillery unit does not play its firing sound properly. This may be as a result of my recent hard drive problems. If anyone notices other sounds that don't seem to be playing properly, PLEASE POST ABOUT THEM.
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