Absolute Annihilation 2.11
Moderator: Moderators
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- Posts: 22
- Joined: 11 Dec 2005, 00:58
- unpossible
- Posts: 871
- Joined: 10 May 2005, 19:24
It seems like at a certain level of metal income you can shift your economy to major metal making and have enough income to do battle, but not have to manage expansions.
Obviously lotsa people are going to be disagreeing with me, but I think anything that makes it so you dont need to expand kinda takes half the gameplay elements out.
Edit: What does everyone think of the metal cost of all terrain mechs?
Obviously lotsa people are going to be disagreeing with me, but I think anything that makes it so you dont need to expand kinda takes half the gameplay elements out.
Edit: What does everyone think of the metal cost of all terrain mechs?
So... I was playing sub cleanup the other night, trying to find a place to build a shipyard that wasn't infested with subs, and I got to thinking. As long as torpedo bombers don't work, we really need a land-buildable anti-sub unit (as differenciated from the land based depthcharge launchers).
What about a T2 amphib vehicle that fires depthcharges? I wouldn't even give it a surface weapon, just the depthcharger and enough armor to actually take a few of the (absurdly powerful) submarine torpedoes.
What about a T2 amphib vehicle that fires depthcharges? I wouldn't even give it a surface weapon, just the depthcharger and enough armor to actually take a few of the (absurdly powerful) submarine torpedoes.
- Drone_Fragger
- Posts: 1341
- Joined: 04 Dec 2005, 15:49
Run Forest Run!Drone_Fragger wrote:The guardian (and possibly) ambusher (and the core equivilents) High traj is ridiculasly powerfull. It becomes a "Whoever gets a Guardian up first wins" typoe game, As once a guardian is built, Enemy defences die pretty damn fast. Seriously, One time, it killed my commander in 6 hits.
Bunker idea is very old, had it back sometime around version 1/2 for OTA. I've been thinking off and on about re-adding it now that it would be more practical (in OTA only units could be transports, and units weren't directly buildable by other units, so it was something like the old nano base -> nano tower thing)
All defense buildings do 2x damage versus commanders. So actually it should be more like 3 direct hits. How exactly one of those things could get a direct hit on a commander boggles my mind though. Sounds like you just weren't paying attention to your frontline-commander, which equals death. Fair.
One question for you guys, what do you think of current combat-autorepair? I would like to reduce the number of units that have it, since it's just a bit of extra unnecessary detail that I've already seen lead to at least a few accusations of a player being a cheater.
What I was thinking of was eliminating it from bulldog and reaper (actually reaper never had it, but that was an oversight; it should have), while greatly boosting its effect on the Maverick and allowing the Goliath to retain roughly what it has now. Commanders would still have it as they have now. As much as it makes sense for the Sumo to have this as well, I think I'll probably remove it.
All defense buildings do 2x damage versus commanders. So actually it should be more like 3 direct hits. How exactly one of those things could get a direct hit on a commander boggles my mind though. Sounds like you just weren't paying attention to your frontline-commander, which equals death. Fair.
As soon as it's possible, I'll be giving them rough edges and rounded corners. But as it stands, there's no transparency possible on these. I'll reduce their size a bit as was asked, and add them to forges.unpossible wrote:i think they look too imposing - perhaps some more subtle colouring and a smaller size. more like it's part of the structure itself that's been layed onto the terrain. maybe i'll have a play with paintshop tomorrow and see what happens.
One question for you guys, what do you think of current combat-autorepair? I would like to reduce the number of units that have it, since it's just a bit of extra unnecessary detail that I've already seen lead to at least a few accusations of a player being a cheater.
What I was thinking of was eliminating it from bulldog and reaper (actually reaper never had it, but that was an oversight; it should have), while greatly boosting its effect on the Maverick and allowing the Goliath to retain roughly what it has now. Commanders would still have it as they have now. As much as it makes sense for the Sumo to have this as well, I think I'll probably remove it.
Last edited by Caydr on 20 Jun 2006, 20:07, edited 2 times in total.
Once again, I must say that a Hovercraft that dropped depth charges would be a great balancing addition to deal with the sea, and make that neglected support wing of units much more viable.
Also, my earlier proposal for a longer range depth charge launcher? That wouldn't be a good idea, in retrospect. However, I have some interesting ideas gestating that involve heating the water.
Also, my earlier proposal for a longer range depth charge launcher? That wouldn't be a good idea, in retrospect. However, I have some interesting ideas gestating that involve heating the water.
- Drone_Fragger
- Posts: 1341
- Joined: 04 Dec 2005, 15:49
Its just the fact taht you have to rush a Gaurdian to win. If you don't, You can't build one, and the enemy shells your defences into the dust. Before it was possible to still win the front, Even if the enemy got a gaurdian, becasue it was actually possible to build one whilke being shelled. now its just completly unbalenced. Sure, Against units it may be fine, But having a unit which is effectivley unkillable when backed up is just wrong.Caydr wrote:Bunker idea is very old, had it back sometime around version 1/2 for OTA. I've been thinking off and on about re-adding it now that it would be more practical (in OTA only units could be transports, and units weren't directly buildable by other units, so it was something like the old nano base -> nano tower thing)
All defense buildings do 2x damage versus commanders. So actually it should be more like 3 direct hits. How exactly one of those things could get a direct hit on a commander boggles my mind though. Sounds like you just weren't paying attention to your frontline-commander, which equals death. Fair.
As soon as it's possible, I'll be giving them roughly edges and rounded corners. But as it stands, there's no transparency possible on these. I'll reduce their size a bit as was asked, and add them to forges.unpossible wrote:i think they look too imposing - perhaps some more subtle colouring and a smaller size. more like it's part of the structure itself that's been layed onto the terrain. maybe i'll have a play with paintshop tomorrow and see what happens.
One question for you guys, what do you think of current combat-autorepair? I would like to reduce the number of units that have it, since it's just a bit of extra unnecessary detail that I've already seen lead to at least a few accusations of a player being a cheater.
What I was thinking of was eliminating it from bulldog and reaper (actually reaper never had it, but that was an oversight; it should have), while greatly boosting its effect on the Maverick and allowing the Goliath to retain roughly what it has now. Commanders would still have it as they have now. As much as it makes sense for the Sumo to have this as well, I think I'll probably remove it.
I was just about to shoot the depth charge hover idea down again, but realized that the reason I'd never implemented them in the first place no longer applies. Count on seeing one in the next version.
Also thanks for letting me know about that, Noize. I'll be fixing up the groundplates in the next version for sure then.
Drone, what do you suggest then? I'm open to whatever input you can give me about changes to Guardians.
Also thanks for letting me know about that, Noize. I'll be fixing up the groundplates in the next version for sure then.
Drone, what do you suggest then? I'm open to whatever input you can give me about changes to Guardians.