
Absolute Annihilation 2.11
Moderator: Moderators
- unpossible
- Posts: 871
- Joined: 10 May 2005, 19:24
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- Posts: 22
- Joined: 11 Dec 2005, 00:58
and another brainless answer
*it is free* so obviously he doesnt have to try to balance it
it's a wonderful mod...
*because Caydr did it he is right*Jesus christ, go play XTA then. Caydr is providing a wonderful mod for a wonderful game, all for free. If you don't like it then don't play it.
Caydr, keep up the good work, you have my support.
*it is free* so obviously he doesnt have to try to balance it
it's a wonderful mod...
- unpossible
- Posts: 871
- Joined: 10 May 2005, 19:24
- Machiosabre
- Posts: 1474
- Joined: 25 Dec 2005, 22:56
on a completely different subject, I think the behemoth(geo-plasmabattery) needs looking at, it's such a cool unit but it's pretty useless atm.
It's just very expensive, weak and horribly inaccurate that you'd be better of making a toaster for 500m less or a doomsday for 500m more depending on what you want to do.
It's usefull sometimes on maps with a buttload of geos but nowhere near as usefull as the prude in any way.
edit: maybe if it had high traj it'd be better, because then it'd have some use behind hills and triple high traj bullets would be quite an asset.
It's just very expensive, weak and horribly inaccurate that you'd be better of making a toaster for 500m less or a doomsday for 500m more depending on what you want to do.
It's usefull sometimes on maps with a buttload of geos but nowhere near as usefull as the prude in any way.
edit: maybe if it had high traj it'd be better, because then it'd have some use behind hills and triple high traj bullets would be quite an asset.
[off topic]
*Little late now. Guess you'll have to wait for the texture of the kbot remake. I've some ninja's to hire first, and they are hard to find.
[/offtopic]
Are krogs and orcones still transportable by heavy transport airplanes?
I once resucected an orcone with rez-subs and walked it back to the other shore. They move so slow, It impresses me they don't rust.
Hmm, Min, you may win from me on a 1v1. But don't make* me peewee riot you from the boards and spike your head on a stik and put it in Caydr's backyard.Min3mat wrote:http://www.fileuniverse.com/?p=showitem&ID=3559
>:D
*Little late now. Guess you'll have to wait for the texture of the kbot remake. I've some ninja's to hire first, and they are hard to find.
[/offtopic]
Are krogs and orcones still transportable by heavy transport airplanes?
I once resucected an orcone with rez-subs and walked it back to the other shore. They move so slow, It impresses me they don't rust.
Last edited by Zenka on 25 Jun 2006, 13:54, edited 1 time in total.
yeah those goddamn berthas are SO hard to kill. they have like a MILLION hitpoints, and anti EVERYTHING armour. They also are REALLY SMALL, and INSANELY destructive and accurate.
[/sarcasm]
popups can be used to pretty effectively counter them, let alone their cost in units etc. they used to be useful but with a effective counter to a shield they will suck at the one role they could be used for...porc breaking >.<
[/sarcasm]
popups can be used to pretty effectively counter them, let alone their cost in units etc. they used to be useful but with a effective counter to a shield they will suck at the one role they could be used for...porc breaking >.<
- Drone_Fragger
- Posts: 1341
- Joined: 04 Dec 2005, 15:49
- EXit_W0und
- Posts: 164
- Joined: 22 Dec 2005, 01:33
Bunker
Since you're still mulling over the idea of adding a bunker structure i have an idea which might prevent it becoming a '20,000 HP d-gun turret' while still allowing units to fire from within.
You could disable command fire weapons from being used within the bunker, a slightly lengthier solution would be to have a list of weapons/units which cant fire inside the bunker - e.g. starburst missiles. Obviously you'll want to have footprint restriction so you can't hide goliaths or super units in there.
Although if allowing units to fire inside the bunker isn't going to happen could it have some basic repair functionality instead?
Please don't dismiss this just because its something new, i realize its the human condition to fear all change.
You could disable command fire weapons from being used within the bunker, a slightly lengthier solution would be to have a list of weapons/units which cant fire inside the bunker - e.g. starburst missiles. Obviously you'll want to have footprint restriction so you can't hide goliaths or super units in there.
Although if allowing units to fire inside the bunker isn't going to happen could it have some basic repair functionality instead?
Please don't dismiss this just because its something new, i realize its the human condition to fear all change.

Last edited by EXit_W0und on 25 Jun 2006, 15:17, edited 1 time in total.
- Drone_Fragger
- Posts: 1341
- Joined: 04 Dec 2005, 15:49