Absolute Annihilation 2.11 - Page 4

Absolute Annihilation 2.11

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Machiosabre
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Post by Machiosabre »

am I crazy, or does the firestorm have 17000 hp?
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Day
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Post by Day »

it has.


Caydr.. no response to my suggestion? :(
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Min3mat
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Post by Min3mat »

you said that you 'build a hover plant and dedicate it entirely to AA hovers'

there is ONE situation, ONE that fits this.
its a map with a lot of water, you have been using aircraft and your enemy has been using fighters to counter. so you tempt the fighters into the AA hovers and kill them then blow the crap out of his base.

Not a very general tip ^^

If you want AA, use the first plant you got (which IS kbot since going vehicles at the start is completely retarded (don't even START neddieboy)) which means you get Jethros

Other good ways are the T1 fighters (not the T2, factory time is so important there) or later on samsons (you go vehicles for the fast units, maybe as a second plant, so about then its time to get some AA)
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krogothe
AI Developer
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Post by krogothe »

Machiosabre wrote:am I crazy, or does the firestorm have 17000 hp?
it needed a boost afterall :D
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Day
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Post by Day »

hmm maybe i know why fidos are so overpowered..
Caydr planned a second weapon for the fido so it could fire at high trajectory.. right?

currently this weapon is being fired at low trajectory thus making it overpowered
Last edited by Day on 17 Jun 2006, 20:08, edited 1 time in total.
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Min3mat
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Post by Min3mat »

currently there is a mortar weapon, which sort of lobs the projectile and does a nice bit of AoE damage. This is the 'on' setting, which the Fido starts with.
the secondary is a gauss weapon that does a little more damage with no AoE and moves faster.
Egarwaen
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Post by Egarwaen »

Yeah. It's not real high trajectory, just an arcing shot instead of the usual "IN YOUR FACE" weapon.
Archangel of Death
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Post by Archangel of Death »

Machiosabre wrote:am I crazy, or does the firestorm have 17000 hp?
Yah... 17707 iirc. Seems a typo creeped in there somehow.

I kinda like the feel of the shields (so cool), but don't really have much of an opinion on their ingame performance. But I'd like to throw some numbers out for people to consider. It can stop 11 vulcan shotsm, 10 buzzsaw shots, 10 bertha shots, or (theoretically) 9 intimidator shots on a full charge, that is to say it can stop 16,000 damage in plasma shots on a full charge. And it recharges at 89 damage per second (which is why it theoretically can stop 9 intimidator shots instead of 8) which is about what a single peewee puts out.
It costs 90,000 energy to reach a full charge from no charge. Though once that is reached it costs nothing to have.

edit: heh, which Caydr already put in the AA shield discussion thread.
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krogothe
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Post by krogothe »

so basically it needs a 1.5x faster recharge rate provided it still costs the same as 2 berthas
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Min3mat
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Post by Min3mat »

as long as it starts with a full shield thats fine.
no idea how you shoulld fix fidos tho, personally i love teh arcing weapon but day wants high tray...meh sort it!
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Sleksa
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Post by Sleksa »

Nerf the DPS, otherwise its fine. Whereas the Zeus is meant for headlong assaults, and Maverick for the DPS, the fidos are meant for skirmishing, IE running around and circling around the enemy, but with their current damage, speed and health they can just run headlong into the enemy, dish out insane DPS and move away with good speed.
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Pxtl
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Post by Pxtl »

Sleksa wrote:Nerf the DPS, otherwise its fine. Whereas the Zeus is meant for headlong assaults, and Maverick for the DPS, the fidos are meant for skirmishing, IE running around and circling around the enemy, but with their current damage, speed and health they can just run headlong into the enemy, dish out insane DPS and move away with good speed.
Yep, that was my understanding too. The Mav was the unit if you wanted something that would pulverize the enemy but couldn't take much damage, and the Fido was the reverse - something that couldn't pound the enemy very hard, but could take some heat.
esteroth12
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Post by esteroth12 »

Caydr wrote:K, correct me if I'm wrong, but you owned both the weapon being fired and the shield that was supposed to intercept it, yes?

AA's shields are set as being "smart".... they only intercept enemy fire, not friendly or allied. They also don't intercept anything fired from within, so be sure to keep that goliath OUTSIDE the shield.

No bug.

I'm experimenting with some auto-updating solutions... I think I can work something out without much bother but there'll have to be a new, full release first. But from then on you'll just have to hit autoupdate and voila you've got the latest version, with no bloat extra unmodified files. So... for instance, to fix my current known bugs:
2.0 --> 2.01

Custom team death messages fixed
Fido HP reduced by 125 (1275->1150), movement speed reduced by 0.11
(2.01->1.9), energy cost increased 1000 (5349->6349), range reduced
by 15 (595->580)
Minor shield weapon typo fixed (will have no effect at all ingame)
Unit death explosions are now brighter
...the download would be roughly 3 kilobytes or something, rather than 7 megabytes. For the changes from 1.5-2.0 it'd be about 100 kbish...

I'm sick as a dog, I don't know when you'll hear from me next.... keep bug reports coming, etc...

Oh... shield is currently not finalized of course... I just threw together some values I thought would work good. If you have any suggestions how to change it, ie, you don't want it to be smart anymore, or you think it should be a bigger/smaller radius, or you think it should be different colors... anything pretty much.... come to a concensus on what you want done and I'll do it. It will not be reverted to a repulsor though, it's staying as a shield which destroys incoming weapons unless you've got some sort of spectacular reason why it shouldn't.
you can safely increase the radius, because now you can "break" a shield rather easily...

also, make it so that when the shield goes down, it waits 15 seconds and comes back with 10 seconds' worth (890) of charging... this way when you take the shield down, you know it will stay down for a quarter of a minute

edit: also, just make 2.01 a 5K file with AA 2.0 as a dependency, and make sure people know that they need both
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Drone_Fragger
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Post by Drone_Fragger »

The Wrrckage for the core shield gen is worth 17000 metal.
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FireCrack
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Post by FireCrack »

Prehaps it would be good to have a more visible colour change for the sheild, mabye a bright blue when charged and a dark, sickly yellow when depleted...
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Neddie
Community Lead
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Post by Neddie »

You know, two Fido variants would be interesting... one with an arcing shot (Which I prefer) and one with a true high trajectory shot. Of course, then we have redundancy AND a need for one more Core unit...
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Pxtl
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Ick

Post by Pxtl »

I just played a game on Hell's Pass. We really, really, really need a bulldozer unit. My tanks won't crush L3 wrecks, so the pass is impassable without sending in some nanolathe units to suicidally brave the artillery hole. Need some sort of vehicle that I can be guaranteed will crush anything in it's path so my Golis can get through.
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Eaglebird
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Re: Ick

Post by Eaglebird »

Pxtl wrote:I just played a game on Hell's Pass. We really, really, really need a bulldozer unit. My tanks won't crush L3 wrecks, so the pass is impassable without sending in some nanolathe units to suicidally brave the artillery hole. Need some sort of vehicle that I can be guaranteed will crush anything in it's path so my Golis can get through.
It'd also be useful to flatten ground to build on, hopefully.
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Min3mat
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Post by Min3mat »

I just played a game on Hell's Pass. We really, really, really need a bulldozer unit. My tanks won't crush L3 wrecks, so the pass is impassable without sending in some nanolathe units to suicidally brave the artillery hole
mmm yeah that or you could play a decent map which isn't literally _a_ choke point ffs
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Pxtl
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Post by Pxtl »

Min3mat wrote:
I just played a game on Hell's Pass. We really, really, really need a bulldozer unit. My tanks won't crush L3 wrecks, so the pass is impassable without sending in some nanolathe units to suicidally brave the artillery hole
mmm yeah that or you could play a decent map which isn't literally _a_ choke point ffs
Look, when the choices in games starting are chokepoint maps and speedmetal, what do you suggest I play?
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