Absolute Annihilation 2.11 - Page 5

Absolute Annihilation 2.11

All game release threads should be posted here

Moderator: Moderators

Locked
User avatar
Ishach
Posts: 1670
Joined: 02 May 2006, 06:44

Post by Ishach »

Ban all maps except Greenhaven and mars IMO
User avatar
Min3mat
Posts: 3455
Joined: 17 Nov 2004, 20:19

Post by Min3mat »

lol even i'm not that extreme. play whatever you like. but balance the mod to maps like greenhaven, mars, small supreme commander battlefields etc.
User avatar
Deathblane
Posts: 505
Joined: 01 Feb 2006, 01:22

Post by Deathblane »

Personally I've removed the worst choke-point offenders from my map folder but it couldn't hurt to have a buldozer unit. If all it does is cursh wreckage and have a bit of armour sticking it in isn't going to unballence the mod with respect to maps like Comet Catcher.
User avatar
Acidd_UK
Posts: 963
Joined: 23 Apr 2006, 02:15

Post by Acidd_UK »

Get Well Soon Cadyr!

Edit: Am loving the ground decals on the factories and the sexy yellow ground pulses for the emp weapons!
User avatar
Drone_Fragger
Posts: 1341
Joined: 04 Dec 2005, 15:49

Post by Drone_Fragger »

Fidoes need fixing. now. They are so uber it isn't even funny.
User avatar
Caydr
Omnidouche
Posts: 7179
Joined: 16 Oct 2004, 19:40

Post by Caydr »

Yeah I'll get right on that. Oh wait, gotta puke. I'll do it after the puking, mmkay?
Bhaal
Posts: 102
Joined: 03 Jan 2006, 19:54

Post by Bhaal »

But please DON T OVERFIX fidos!

maybe sumos should get a range boost ?
User avatar
Rayden
Posts: 377
Joined: 01 May 2005, 13:15

Post by Rayden »

I'll do it after the puking, mmkay?
That's Caydr like we like him. Working even if ill.
User avatar
Deathblane
Posts: 505
Joined: 01 Feb 2006, 01:22

Post by Deathblane »

Where the hell did he find the time to be ill????
Egarwaen
Posts: 1207
Joined: 27 Feb 2006, 21:19

Post by Egarwaen »

Pxtl wrote:Look, when the choices in games starting are chokepoint maps and speedmetal, what do you suggest I play?
Host your own bloody game, because you know that any match on those maps is going to be shit.
User avatar
Caydr
Omnidouche
Posts: 7179
Joined: 16 Oct 2004, 19:40

Post by Caydr »

Am I seriously to get the impression that there's still only this handful of bugs found? It's been almost 48 hours! Shocking.
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
Firestorm HP fixed
Shield generator wreckage metal value reduced to sensible levels
Shields buffed
Since fidos, firestorms, and shields are all so badly screwed up, maybe I'll post a new version soon and I'll be able to take a break to work on other mods for a bit.
User avatar
Rayden
Posts: 377
Joined: 01 May 2005, 13:15

Post by Rayden »

Any information on the shield buff?
el_matarife
Posts: 933
Joined: 27 Feb 2006, 02:04

Post by el_matarife »

Pyros still fire at air units. I'm pretty sure some of the other lightning/flame units do too.
User avatar
Pxtl
Posts: 6112
Joined: 23 Oct 2004, 01:43

Post by Pxtl »

Egarwaen wrote:
Pxtl wrote:Look, when the choices in games starting are chokepoint maps and speedmetal, what do you suggest I play?
Host your own bloody game, because you know that any match on those maps is going to be shit.
No can do - my pipe is too thin to host reliably, and I share it with an avid WoWer.
User avatar
Pxtl
Posts: 6112
Joined: 23 Oct 2004, 01:43

Post by Pxtl »

el_matarife wrote:Pyros still fire at air units. I'm pretty sure some of the other lightning/flame units do too.
I haven't done proper experiments but from what I've seen Dragon's Claws did some pretty good anti-gunship work. Not that I mind. Friggin' no-strategy gunship-swarmers.
User avatar
Acidd_UK
Posts: 963
Joined: 23 Apr 2006, 02:15

Post by Acidd_UK »

quite a lot of the ground based turrets fire at aircraft actually, can't remember exactly which but if you put one of each down it's easy to see. I think the viper and/or the toaster do, and possible the core armed moho...

I was also really dubious about the support ships, but having just played a game with them, it's really nice as the other ships (destroyer,cruiser,battleship) fit their roles much better now I think.
User avatar
Molloy
Posts: 225
Joined: 05 Jan 2005, 22:05

Post by Molloy »

Suggestion: put Fusion Reactors and MMM's on the same page of the build menu. I tend to build fusion, mmm, fusion, mmm and it's annoying having to flick through 3 pages between both of them when OTA and XTA place them next to each other.
User avatar
Eaglebird
Posts: 263
Joined: 02 Aug 2005, 23:49

Post by Eaglebird »

Acidd_UK wrote:quite a lot of the ground based turrets fire at aircraft actually, can't remember exactly which but if you put one of each down it's easy to see. I think the viper and/or the toaster do, and possible the core armed moho...

I was also really dubious about the support ships, but having just played a game with them, it's really nice as the other ships (destroyer,cruiser,battleship) fit their roles much better now I think.
The core armed moho's are pretty good at taking out aircraft though. At least swarms.
User avatar
Acidd_UK
Posts: 963
Joined: 23 Apr 2006, 02:15

Post by Acidd_UK »

Ok fair point, but there's a good number of plama-type cannons that I'm sure have fired at aircraft.

On a related note, is there a way to stop high-trajectory weapons firing alomst vertically so they hit themselves / nearby friendlies? Maybe would be a good project for a group ai?
User avatar
Pxtl
Posts: 6112
Joined: 23 Oct 2004, 01:43

Post by Pxtl »

Well, whether they fire isn't the issue - most units will fire at air. The question is whether they do damage. I'm always crestfallen when I see 5 LLTs fire at 1 brawler and it shrugs off all the damage. Most laser units do reduced damage to gunships, althought I'm not sure if the dragon's claw does because I saw some of them taking down gunships quite ably.
Locked

Return to “Game Releases”