
Absolute Annihilation 1.5
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I've played arm vehicle quite often when the map warrants it (ie: not super hilly). Consul is absolutely fine IMO. Vehicle economy is a little slower (not much actually) but provides alot of bang for the buck. Stumpy armies are great hehe. Flashes rule early on too. Samsons are good multipurpose if one enemy has air.
Also, just make a few nano towers if your vehicle...Evens things up nicely.
-Drexion
Also, just make a few nano towers if your vehicle...Evens things up nicely.
-Drexion
Actually, to me the biggest reason few people use vehicles is simply the L1 Con vehicle. After all, playing anything but a kbot start is suicidal - both l1 construction planes and vehicles cripple your start because of their weaker nano-per-cost factor, even before considering the cumbersomeness of the L1 convehicle. Now, consider once the game's gotten started and you're planning your second factory. Planes give you great new stuff, while vehicles give you slightly heavier versions of the stuff you already have. Or you can go L2, and since you've already got the l1 kbot lab, you're not gonna go L2 vehicles. So really, the L1 vehicle lab becomes the forgotten factory. How often does a player build all 3 L1 factories before going on to L2? The only time I build them is if I want a forward location to build units at and I'm still playing L1.Aun wrote:Yeah, one of the reasons nobody plays as Arm vehicles, tone down FARKs or get rid of them.Min3mat wrote:i could say the same about ARM vehicles, i'd rather have FARKs/T2 CORE veh cons than consuls/freakersI say give Freakers or the level 2 Core con kbots more building power.
its designed to be that way you know!
As a result, the only time you see vehicles in most games is late-game, once the player has enough time to build a second L2 factory.
Id have to agree with pxtl (half of the post is still purified ass still though), lvl1 vehicles are messed up. They have HUGE HP, which kinda contradicts the point of protecting your cons and bad buildpower/cost. I rather they cost 25% less and have half the HP or something, theyre not supposed heavy tanks (heaviest lvl1 units for arm).
An HP decrease and buildpower increase would be in order :)
An HP decrease and buildpower increase would be in order :)
There are two amjor problems I see with the AA/ASW ship thing...
First of all, an ASW ship is somthing i'd like to keep at or ahead of my front lines, to stop subs before they hit hard, while an AA ship is somthing i'd like to keep slightly back, because AA guns arent easily blocked by other units. These two contradictary positionings prevent me from using it to the best of it's abilities in either area
My second problem, is that now cruisers are just cheap, weak, versions of battleships. I fear there will be no reason to build cruisers once a player can afford battleships. They have absolutely no advantage over them, and they would fit in the exact same role, general combat.
First of all, an ASW ship is somthing i'd like to keep at or ahead of my front lines, to stop subs before they hit hard, while an AA ship is somthing i'd like to keep slightly back, because AA guns arent easily blocked by other units. These two contradictary positionings prevent me from using it to the best of it's abilities in either area
My second problem, is that now cruisers are just cheap, weak, versions of battleships. I fear there will be no reason to build cruisers once a player can afford battleships. They have absolutely no advantage over them, and they would fit in the exact same role, general combat.
- Drone_Fragger
- Posts: 1341
- Joined: 04 Dec 2005, 15:49
I have, but I've also fielded some pretty terrifying Rocko swarms, so it's not like the vehicles have a monopoly on this approach. Which is my point - yes, the vehicles are better than kbots, but generally not worth the painful price of the construction vehicle.Drone_Fragger wrote:If you think vehicles aren't worth going, You have obviously never been on the recieving end or a flash/bulldog swarm.
I'm not sure how to do that just yet. I think I'll probably wait for someone to write some kind of tutorial - groundflashes are relatively simple, just colours, timing, and sizes basically. Something like a full-fledged mushroom cloud would be much more difficult... I'm not sure it'd even be possible.
Well folks, 1.51 is now done, tested, finalized, and so on. I guess I should probably post another changelog to give you all something to argue about though ^^
This is finally including the mutator idea I've had for a little while. Think about it with an open mind. Surely it can't be THAT bad of an idea.
Well folks, 1.51 is now done, tested, finalized, and so on. I guess I should probably post another changelog to give you all something to argue about though ^^
This is finally including the mutator idea I've had for a little while. Think about it with an open mind. Surely it can't be THAT bad of an idea.
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, metal cost reduced
500
Anti-Air ships now move, accelerate, and brake more quickly, come
loaded with a medium range depth charge launcher; description changed
to "Support Ship"; medium-range radar and sonar added
Level 1 Artillery vehicle accuracy improved, impulsefactor to 1 (0.001)
Anti-nuke missile acceleration increased to 35 (25)
L3 sub range reduced to more reasonable levels (~1000), turning rate
quartered (3000->750), movment speed reduced
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 increased in
proportion with this change, but not to the same extent: since shots
won't be wasted anymore in normal conditions, their effective
firepower is increased greatly anyway; shot velocity fine-tuned to
ensure shots are fired as close to 45 degrees as possible while not
limiting their range potential even on a variety of different terrains
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
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, damage per
shot increased 10% (300->330), HP increased (5850->6000)
Dragon's Maw/Claw fixed so they 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 (there are 99 of them! enjoy!)
Limiter renamed Pathfinder
Rapier rocket movement speed and tracking increased a little, general
accuracy vs. fast units improved
Several of the least-interesting groundscars and loading screens
removed to save filesize
AASpringxxxS.sdz file eliminated, it is now included in the main SDZ,
appropriate changes made for dependencies
Pitbull cloaking added back in so it's consistent with Ambusher
Ambusher and Pitbull now have the same damagemodifier when closed as
Toaster and Viper (0.25->0.1)
Some custom explosions implemented; thanks to Noize for helping me
figure this out
RGBCOLOR tag implemented to show proper colors for paralyzer weapons
Ground decals added beneath factories
L1 construction vehicle costs reduced 20%, HP reduced 10%, acceleration
improved slightly
FARK HP reduced 25%, workertime reduced to 100 (120)
Freaker buildtime halved
Guardian, Punisher, Ambusher, Toaster HP reduced 20%
Catalyst tactical nuke AoE boosted to 512 (480)
Added new mutator: A, for Action. In Action Absolute Annihilation,
there is no resourcing of any kind - your Commander produces a fixed
income of +25 metal, +750 energy; Storage building capacities tripled