Absolute Annihilation 2.11 - Page 22

Absolute Annihilation 2.11

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hpkuarg
Posts: 2
Joined: 22 Jun 2006, 05:11

Mavericks /still/ bugged.

Post by hpkuarg »

I'm starting to wonder if this is actually supposed to be a design feature not a bug, but Mavericks still can't fire at anything close to them. For example, swarm a bunch of Mavericks with Flashes and the Mavericks won't fire at them once they reach a certain distance (about half the Mav firing range I guess). Very annoying to see expensive Mavericks get pwned without even shooting back.

If it's a bug, please fix it :]
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SwiftSpear
Classic Community Lead
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Joined: 12 Aug 2005, 09:29

Post by SwiftSpear »

Going back through the thread to delete the flamewar I knowticed alot of min's posts seemed to indicate that he belived that balancing endgame units was a waste of time. Belive it or not AA is often played by teams larger then 1v1, and it's worth it to balance the mod for them. Endgame units are signifigant and they should be properly designed. If there's any reason I don't like AA right now it's because the endgame is balanced IMO fairly poorly and uninterestingly.

Building a game like AA to only accomidate 1v1 would just be bad design on caydr's part. You should know better then mouth him off because of it, he's a game designer, not your personal tweakmonkey.
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Min3mat
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Post by Min3mat »

my flames aren't directed at Caydr. they are directed at drone with his senseless replies and failure to answer one question, 'WTF WHY CAHNGE PW RoF!'. I have directed only questions (and silly caricatures) at Caydr.
he said i was crazy ;'(
Egarwaen
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Joined: 27 Feb 2006, 21:19

Post by Egarwaen »

SwiftSpear wrote:Going back through the thread to delete the flamewar I knowticed alot of min's posts seemed to indicate that he belived that balancing endgame units was a waste of time.
I think it was more that he believed they were sufficiently balanced. A number of other players agreed with him.
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Caydr
Omnidouche
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Joined: 16 Oct 2004, 19:40

Post by Caydr »

You have a point, L3 units certainly haven't gotten the attention or creative thinking that L1 and L2 units have. I'll make sure to address this in the next version, whenever that is.

Mat, just so you're aware: AA has its own forum, and has had two others in the past. Add to this emails I receive on a daily basis as well as PMs and MSN messages. And on top of that, the long, long list of requested features I have written down on my (physical) bulletin board - features which were not practical or possible at a given time, but which I wanted to do when it became possible. Just because you don't see posts requesting something that I implement, doesn't indicate that I did something at random.

~~~~

Now, about the Maverick having problems firing... were the targets it was not firing at, by any chance, fast-moving? Or was it like a sumo or something? Some similar problems have arisen in the past, such as an LLT bug that was present in many of the earlier versions. The problem is caused by having too high of a targetmoveerror.

So, if it's something like Zippers running around, this might be solved without much problem. If it's Goliaths, then I'm completely at a loss.

~~~~

Oh, in case anyone's interested: thanks to the new mod architecture I introduced in 2.1, all future versions should be ~100 kb
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EXit_W0und
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Joined: 22 Dec 2005, 01:33

Post by EXit_W0und »

No more thoughts on the bunker then?
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Caydr
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Post by Caydr »

For now, no. I don't think it's a bad idea, but it would take time away from more important things. If you need to protect your commander, cloak him (it's cheap now) and find him some shelter, such as behind a hill or in a lake. No lakes? Make one :wink:

My theory about fixing the Maverick by reducing its targetmoveerror is debunked... for some reason, I never even gave the maverick this tag, so it couldn't be the cause of the problem.

What does everyone think of the new, improved explosions in 2.1? I didn't have much time to test them, so there could be a few cases of a small unit exploding a big, or vice versa, but I think in general it was pretty solid.
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Min3mat
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Post by Min3mat »

No more thoughts on the bunker then?
For now, no.
w00t thats one time i have actually owned Caydr ;D ^____^
j5mello
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Joined: 26 Aug 2005, 05:40

Post by j5mello »

Caydr the Mav thing they brought up is a bug. Basically when units get really close to each other and try and fire, they tend to tweak out and never actually shoot. It happens in E&E with Flame mechs and in Gundam whenever units bump into each other (though it may not be a problem if Smoth implements the CQC that he has been working on). in fact it can happen to basically any unit if the conditions are right.

My guess is that the fire points are in, over, or past their target. To use the Mav as an example, when its guns extend they push the fire point out past the units footprint. So when another unit gets in real close the engine goes nuts since ur trying to shoot thru something and at it at the same time. that my personal opinion and i have no idea how correct it is but, for now people are gonna have to deal with the bug.
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Zydox
Lobby Developer
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Post by Zydox »

Is there any unit guide for AA 2.1 online?
Egarwaen
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Joined: 27 Feb 2006, 21:19

Post by Egarwaen »

Zydox wrote:Is there any unit guide for AA 2.1 online?
I haven't updated the one on the Wiki as there've been very few changes that I felt necessitated an upgrade. Caydr's promised to update the "numbers" guide as soon as he he has time.
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NOiZE
Balanced Annihilation Developer
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Joined: 28 Apr 2005, 19:29

Post by NOiZE »

Indeed, caydr please update that stats page :-)

Also i find those build decals still kinda ugly, i liked those by unpossible better....

The ones we got now, just look too square.
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Acidd_UK
Posts: 963
Joined: 23 Apr 2006, 02:15

Post by Acidd_UK »

Mavs are definately bugged, I've seen them do the vibrate-not-shoot thing against buildings too, so it's not a moving target issue.
j5mello
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Post by j5mello »

its a proximity issue not a moving unit issue
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Rayden
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Post by Rayden »

I know nobody wants it ... but Caydr could you probably add a variant of 2.1 where the shield blocks rockets additionally? In last game a player got completly wasted by the lvl 3 rocket mechs of core.

It would be nice to test how late game gameplay is when rockets are blocked too.
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FireCrack
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Joined: 19 Jul 2005, 09:33

Post by FireCrack »

Caydr wrote:What does everyone think of the new, improved explosions in 2.1? I didn't have much time to test them, so there could be a few cases of a small unit exploding a big, or vice versa, but I think in general it was pretty solid.
The new explosions look preety good i'd say, they may need a tad of tweaking on the engine side to fade a tad more nicely, but that's not your problem....
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Min3mat
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Joined: 17 Nov 2004, 20:19

Post by Min3mat »

ok. if Caydr does this for you you do realise that this wouldn't actually work.
for starters the idea is silly (you know this though as at least you aren't asking for this to be included in the release)
wtf what ARM do to get past these shields? spit? panthers...zippers...what else T.T
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Felix the Cat
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Post by Felix the Cat »

Rayden wrote:I know nobody wants it ... but Caydr could you probably add a variant of 2.1 where the shield blocks rockets additionally? In last game a player got completly wasted by the lvl 3 rocket mechs of core.

It would be nice to test how late game gameplay is when rockets are blocked too.
Just to clarify a bit... AA is a wargame not a Sim City mod.

You may actually have to build weapons and fight at some point.

Just a friendly reminder!
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Rayden
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Joined: 01 May 2005, 13:15

Post by Rayden »

Yeah you're right ... the guy was on other team anyware and sure he would have lost even if the shields holded those missile but it just would have looked pretty cool when the missiles explode at the shield.

I will stop asking for it.
Egarwaen
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Joined: 27 Feb 2006, 21:19

Post by Egarwaen »

Min3mat wrote:wtf what ARM do to get past these shields? spit? panthers...zippers...what else T.T
Hey, we've finally got a use for the Demolisher! Bulldog-equivallent Shield-Buster!
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