Absolute Annihilation 1.5 - Page 39

Absolute Annihilation 1.5

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Min3mat
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Post by Min3mat »

Long story short;
Making the mouse hover over (ONLY) the com display the player name will make NOiZE very happy
To get that b*stard pusher back ;P make it so hovering the mouse over all units displays the player name or it is not displayed at all
Come on you know you want to strike back at that MEANIE! ;P
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NOiZE
Balanced Annihilation Developer
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Post by NOiZE »

don't fall in his trap
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Aun
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Post by Aun »

The hell? That post makes no sense, mat!
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Day
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Post by Day »

Does he ever? :roll:
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Min3mat
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Post by Min3mat »

short story long:
NOiZE: A commander is YOU. YOU are the commander
Min3: NOES
Min3: *BABBLE ABOUT DELOCALISED AI*
NOiZE: A Commander is YOU
Min3: =(
NOiZE: GAHAHAHAHAAH >:D
Min3: ;_; I'll tell Caydr of you!
NOiZE: Muhahahaha i got to him first!
Min3: noes ;_;
Caydr: ??? <--- Will he choose the pusher or the whiner? to be continued...
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NOiZE
Balanced Annihilation Developer
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Post by NOiZE »

am i THAT evil? :twisted:
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Day
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Post by Day »

probably
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Caydr
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Post by Caydr »

This bit about commanders showing a player's name and no other info is an engine thing. However, it's being done in .72! So, it'll be as you said... hover over a comm, it just shows the name, no exp, no cost, no HP.... etc. Just like as in OTA. Health bar is hidden too.

AA 1.51 is now ready and waiting for .72 to be posted. Changelog here:
1.50 --> 1.51

Shield system implemented to replace deflectors
Fido On/Off bug fixed
Janus no longer targets aircraft
Nuclear missile maximum speed reduced 20% (2000->1600)
Cruiser depth charge launcher and sonar removed
Anti-Air ships now move, accelerate, and brake more quickly
Level 1 Artillery vehicle accuracy improved, impulsefactor to 1 (0)
Anti-nuke missile acceleration increased to 35 (25)
L3 sub range reduced to more reasonable levels (~1000), turning rate
quartered (3000->750)
Sub descriptions fixed
Maverick HP increased 50 (1250->1300), metal cost reduced 5% (689->655),
rate of fire increased 10% (1.05->0.945)
L2 construction sub can now build amphibious complex
Plasma gun high-arc firing rate reduced 10%, damage increased 15%
All plasma guns when set on high arc will have a firing rate of 5.5,
this should generally allow the first shot to hit (and possibly
destroy) its target before the next shot is fired; this will have the
effect of making it not waste shots as often as it normally would,
increasing its damage potential. All damage values multiplied by the
appropriate values to ensure the damage per second (DPS) remains the
same
Toaster costs reduced by 0.9322; this is its DPS compared to Ambusher
Freaker radar removed (50->0)
Nuke Silo 10-second pause action added to script to slow down fire rate
Firestorm turret rotation speed increased 50%
(H) Mutator: Commander costs set to AA defaults, decoy commanders now
have the proper buildpic
Reaper buildpic updated to reflect model changes
Fatboy firing sound fixed
Anti-Air ships now come loaded with a medium range depth charge
launcher; description changed to "Support Ship"; medium-range radar
and sonar added
HLLT guns now aim up/down properly rather than just aiming left/right,
upper turret moved higher
Graphical "DECOY" text removed from unit buildpics where applicable,
since it is no longer necessary with the improved commander functions
Goliath footprint size increased, turning rate reduced 1/3
Dragon's Maw texturing fixed so it more closely resembles ordinary
Dragon's Teeth
Minelayer ship converted into Naval Engineer, a relative of the land-
based Combat Engineer; these units are equipped with a long build
range, a wide variety of construction options, and the ability to
build amphibious/shoreline units
Team death messages fixed
Limiter renamed Pathfinder
Note that I couldn't delay 1.51 even if I wanted to, since in .72, building an AA150 repulsor will crash the game if any aircraft get near it. And Noize is always on the lookout for easy ways to get out of losing...
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Min3mat
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Post by Min3mat »

can't you alter a tag somewhere? i'm sure theres one somewhere ;_;
i quite liked the old nuke flooding in OTA. it is IMPOSSIBLE in spring the noobs who tell you this BS play speedmetal and have 5+ Nukes per anti! antinukes are amazing, but rightly so, the ten second pause REALLY sucks tho. i mean when you scout your enemies base and see he has no anti and doesnt seem to be making one then storing 3-5 nukes and inflicting righteous punishment is fun IMO, theres already a sensible delay on the nukes
Suit
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Joined: 27 Mar 2006, 15:11

Post by Suit »

Caydr wrote:Anti nukes have much higher velocity than nukes, but it couldn't hurt to reduce nuke acceleration and max speed a little... might help with this problem.
i guess i expressed myself a bit unlucky

the speed of the nukes is not the problem - and its also unproblematic to get enough anti nukes

if you fire 10 nukes in a sequence (fire nuke 1, fire nuke 2, fire nuke 3, ...) just just need to fire as long as your opponent runs out of antinukes

if he got 100 antinukes you simply need to fire 101 nukes (for sure, he should not build new antinukes then)

but if you fire lots of nukes simultaniously (10 silos fireing 1 nuke each at the same time) the antinuke silo can hat 20 or 50 antinukes - if the map is small enough he could not stop it cause the rate of fire is to low

i played a few times on moonq10 - got my antinuke in the crater attached to the big center crater and my enemy fired 2 nukes (at the same time) form the top right crater right inside my litte crater and one nuke passed

on big maps this fact does not matter - but the closer the distance between nuke and antinuke the more important it will be

---

the solution to possibly solve this problem is just to alter the fireing rate of the antinuke silo - make it fire faster

maybe you can alter the antinuke more tacticaly too - at the moment its a 1on1 weapon - so of if the first problem is solved, there is still the second problem:

one nuke / one antinuke - there is barely no tactical use to kill the antinuke by wasting lots of units or to build a "special operations sniper team" to take it out

just build more nuke silos than your opponent got antinukes - and simply fire as long as he runs out of antinukes

the build rate of antinukes (or the rate of stockpiling missiles) in OTA was much faster - at the moment in AA there is barely no chance of building an antinuke missile while your opponent is building a nuke missile - there is no way to speed it up

if you see your opponent having a nukesilo ready slight before your antinuke is ready your're most likely dead ;)

but thats more a tactical problem and its not a sort of bug i guess

---

btw:
is there anything to do against the fact mecury missile towers targeting allways the same target? - to overpower some players airdefense you just need to fly a formation with a few fast fighters into the enemys base

all long range missiletowers will attack the same, first incomming, plane and kill it - then it takes ages to reload - in the meanwhile the rest of the aircrafts can simply take some of them out for the next wave

the only solution is to have a really wide spread-out base - but on small maps thats allmost impossible
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BigSteve
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Post by BigSteve »

dont nerf the golly, why reduce its turning rate? well I suppose its not like they are actually worth building at the moment anyway when you have the reaper for just over half its cost
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ginekolog
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Post by ginekolog »

BigSteve wrote:dont nerf the golly, why reduce its turning rate? well I suppose its not like they are actually worth building at the moment anyway when you have the reaper for just over half its cost
i agree, leave goli as its snail allready.

caydr, when we talk about metal cost, we mean combined M and E cost.

7000E ->> 7000/70 = 100M

Springs ingame engine uses similar calculation as E can be converted to M in 70:1 ratio. Its easier to comapre units. Thats why mav costs 900M and fido 330.

Your changes to mav will make him a bit better (but still not very worth it imo) Fidos will still rule him ... and zeus too. I would just increase his range do 390+ maybe and leave damage alone. Even 1000 DPS doesnt help when unit cant deal it (eg all lvl2 units outrange mav)

Other changes seems fine.
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Caydr
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Post by Caydr »

Turret turning rate, not unit turning rate.
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Machiosabre
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Post by Machiosabre »

that'd still make it a worse unit though, pherhaps even more so.
Egarwaen
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Post by Egarwaen »

ginekolog wrote:Springs ingame engine uses similar calculation as E can be converted to M in 70:1 ratio. Its easier to comapre units. Thats why mav costs 900M and fido 330.
I'm pretty sure it's 100:1 now.
KlavoHunter
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Post by KlavoHunter »

Code: Select all

 Cruiser depth charge launcher and sonar removed 
What is up with this disgusting nerf of the Cruiser? In fact, what is up with this MASSIVE nerf of ALL anti-sub units?

First you reduce the Destroyer's depth charge damage - coupled with its pitiful, PATHETIC sonar, the ship is WORTHLESS as an ASW ship.

And now you take away the only other working, worthwhile ASW option, the Cruiser?

This is an outrage. The ONLY option now to combat L3 subs is... you guessed it, L3 subs of your own. Because L2 subs, as DEDICATED "Sub Killers", are totally worthless in this regard at killing L3 subs, because you cut their damage to other subs in half. :roll:
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Min3mat
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Post by Min3mat »

water balance in AA has been, and will always be borked. Until Caydr has tried so many possibiltys he finally gets it to work that it :)D
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Pxtl
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Post by Pxtl »

KlavoHunter wrote:

Code: Select all

 Cruiser depth charge launcher and sonar removed 
What is up with this disgusting nerf of the Cruiser? In fact, what is up with this MASSIVE nerf of ALL anti-sub units?

First you reduce the Destroyer's depth charge damage - coupled with its pitiful, PATHETIC sonar, the ship is WORTHLESS as an ASW ship.

And now you take away the only other working, worthwhile ASW option, the Cruiser?

This is an outrage. The ONLY option now to combat L3 subs is... you guessed it, L3 subs of your own. Because L2 subs, as DEDICATED "Sub Killers", are totally worthless in this regard at killing L3 subs, because you cut their damage to other subs in half. :roll:
Read it over - anti-air ships are now also anti-sub ships - this makes sense, as they're now general purpose "support" ships.
KlavoHunter
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Post by KlavoHunter »

Pxtl wrote:Read it over - anti-air ships are now also anti-sub ships - this makes sense, as they're now general purpose "support" ships.
Oh- missed that.
Egarwaen
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Post by Egarwaen »

Caydr wrote:There's a 1/2 damage reduction for all sub vs. sub damage. That includes, for instance, L3 vs a L2. This is becaus torpedos in general deal huge amounts of damage and sub combat is more interesting if things don't instagib.
Wait, I just went back and checked the unit guide stats. Are you sure about this? As of 1.46, we have, for the Lurker:

Regular Damage (ships): 400
L2 Sub Damage: 60 (975 HP for a Pirannah, kind of makes sense)
L3 Sub Damage: 30 (2600 HP for a Serpent, makes no sense at all)

For the Pirannah's torp:

Regular Damage (ships): 700
L1 Sub Damage: 1500 (VS 763 HP, one-hit kill)
L3 Sub Damage: 350 (VS 2600 HP for a Serpent, 8 hits for a kill, 9 or 10 against a Leviathan)

So I suppose the L2 vs L3 damage is spot-on. Though as of 1.46, a Leviathan could kill a Pirannah in a single shot.
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