Absolute Annihilation 2.11 - Page 25

Absolute Annihilation 2.11

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Caydr
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Post by Caydr »

Since Kargeneth is so highly effective against aircraft, I was considering mostly removing the Razorback's inaccuracy versus fast targets - it'd be a nice lightshow to see hundreds of laser shots going off, many of them striking planes which would plummet to their doom... :twisted:
Egarwaen
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Post by Egarwaen »

Caydr wrote:Since Kargeneth is so highly effective against aircraft, I was considering mostly removing the Razorback's inaccuracy versus fast targets - it'd be a nice lightshow to see hundreds of laser shots going off, many of them striking planes which would plummet to their doom... :twisted:
Sounds interesting, and gives a good reason to get one even when you can afford the bigger mechs.

When are we getting the AA KBots?
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Peekaboom
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Post by Peekaboom »

Caydr:

I love the sea. Unfortunetly little of this thread's discussion pertains to sea balance. I played a ton of sea games with the 2.0 patch (haven't played it w/ 2.1 yet), and have some general comments for you to consider:

I really don't like the anti-air ships getting the depth chargers over the cruisers. It creates a lot of problems. Foremost is that since the AA-ships are in the "back" of the fleet, the depth charge range is enormous. It looks rediculous and, as far as I could tell, out ranges subs. The effectivness of depth charges is such that subs are really crippled, as the "support" ship becomes a vereitable sub hunter. Its awful.

SUGGESTION: Put the DC back on cruisers, but make the range shorter than sub range. You'll have to close in on subs to get them (not a problem), and that's the way it should be. Lvl1 subs need to better vs. ships and taking DC damage, while the Lvl2 (anti-subs) needs to be the primary anti-sub unit, but die quicker to DC's.

As it is, cruisers, once the main ship in the fleet, are now unneeded. The better destroyers, better, anti-air ships, and better battleships leave no place for the cruiser. The cruiser gun should outrange the battleship in my opinion, and get the DC over the anti-air "support" ship. The battleship should be the goliath of the sea. Right now its the buzzsaw of the sea: tough, huge range, lots of fire power, and cost effective.

My overall qualm with the sea balance, is that the late game has been reduced to three units. Battleships, Rocket Ships, and Anti-airships. Nothing else is needed. Subs are easily dispatched and cruisers don't serve any purpose.

On a positive note, I do like level1 sea balance a lot. The destoryers got a needed boost, and the corvetts are a great counter to masses of scouts, although I think they are little too good vs. scouts.

Also, can the core cruiser please gets it cannon back, the laser for its main gun is really unexciting.

Thanks
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2pacalypse
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Post by 2pacalypse »

I'm really looking forwards to the improvements on the L3 mechs, since I love them so dearly. My first suggestion would be to reduce annihilator and bertha damage modifiers from 3x to at least 2x, since this would make some of the larger robots handy in sieging hardened defenses. As it is right now, most of the robots fall apart against a line of annihilators, as does pretty much anything else. I'd really love to have an orcone that could make it a decent way into an enemy's front line before dying. It's especially brutal if the annihilators are on a hill... ouch ouch ouch.
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Slamoid
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(A)

Post by Slamoid »

Idea for the -A mutie:

Remove all units that generate any sort of resource. Keep only storage and Adv. Storage. Make Comm give 1000 E and 500 M, all factorys give 10 E and 5 M. I think this would make for some very interesting, slower-paced, far more strategic games and make a worthy addition to AA.
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Dragon45
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Post by Dragon45 »

Depth Charges should be on cruisers. Period.

Subs and depth charge ranges should be roughly similar; that way, subs arent crippled but there is a way to counter them should the need arise.

Also - dont reduce LLT AoE. HLT AoE fine, but LLT is meant totake on fast early rushing units. it's already hard enough for it to hit peewees and such as it is;dont nerf it further :P
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NOiZE
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Post by NOiZE »

Dragon45 wrote:Depth Charges should be on cruisers. Period.

Subs and depth charge ranges should be roughly similar; that way, subs arent crippled but there is a way to counter them should the need arise.

Also - dont reduce LLT AoE. HLT AoE fine, but LLT is meant totake on fast early rushing units. it's already hard enough for it to hit peewees and such as it is;dont nerf it further :P
Agreed on all points
Konane
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Post by Konane »

Dragon45 wrote:Depth Charges should be on cruisers. Period.

Subs and depth charge ranges should be roughly similar; that way, subs arent crippled but there is a way to counter them should the need arise.
I've been saying this for the whole time. Subs should have a slight range advantage though.
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Rayden
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Post by Rayden »

And adv. subs have a wtfpwn range advantage.
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Min3mat
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Post by Min3mat »

I'm really looking forwards to the improvements on the L3 mechs, since I love them so dearly. My first suggestion would be to reduce annihilator and bertha damage modifiers from 3x to at least 2x, since this would make some of the larger robots handy in sieging hardened defenses. As it is right now, most of the robots fall apart against a line of annihilators, as does pretty much anything else. I'd really love to have an orcone that could make it a decent way into an enemy's front line before dying. It's especially brutal if the annihilators are on a hill... ouch ouch ouch.
T3 units are not for charging annihilators. annihilators and DDM and penetrators and snipers COUNTER T3 ffs...that is some dumbass shit. T3 are for attacking your enemy where he HASN'T spent a lot of money on a annihilator or as part of a larger army or as a rush or...just not rushing at annihilators >.<
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ginekolog
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Post by ginekolog »

yes, T3 is nice balanced atm. The only thing that bothers me is lack of AA. So making razorback semi efective as AA would be very nice imo.


Nothing i love more than transporting bantha behind enemy lines while he is sitting behind 3 annis thinking its safe :D
Konane
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Post by Konane »

2pacalypse wrote:I'm really looking forwards to the improvements on the L3 mechs, since I love them so dearly. My first suggestion would be to reduce annihilator and bertha damage modifiers from 3x to at least 2x, since this would make some of the larger robots handy in sieging hardened defenses. As it is right now, most of the robots fall apart against a line of annihilators, as does pretty much anything else. I'd really love to have an orcone that could make it a decent way into an enemy's front line before dying. It's especially brutal if the annihilators are on a hill... ouch ouch ouch.
eeeemmm... No. That is balanced just fine. L3 mechs shouldn't be the every situation pwn-all units.

Krogtaar is still pretty useless IMO. It doesnt have enough HP to stand against some heavier stuff, and it lacks the range to engage from a distance. The only way to get it to work is rushing it in front where it usually gets obliterated before it does any significant damage. I only use it to stomp the enemy base when i'm already winning, but otherwise it is rarely seen. Karganeths/catapults are just the better option in most cases.
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Caydr
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Post by Caydr »

I've always said it can't be done, but I think I've actually come up with a math formula which accurately dictates how much a unit should cost, given a set of variables. So far the results have been very promising - I really like how the Krogoth and Orcone are shaping up. The problem is that it's kind of complex and gives me a headache every time I do a couple of units using it ^^
Rayden wrote:Caydr how are this effects done?
Sorry for missing this. They're defined in a file called explosions.tdf in the gamedata\explosions directory, IIRC. Once they've been set up, you reference them in weapon files like this:

customexplsosion:suchandsuch;

The only things I actually have control over are how fast the shockwave expands (it cannot accelerate or decelerate, just has a fixed velocity), its alpha (brightness) the general explosion alpha, the color, and the size.

~~~~

EMP missiles: is 20 seconds enough of a paralyzing time? It's a pretty small window for an attack, but sometimes you only need a few seconds to make a pretty huge difference. Plus if you have several stockpiled, that can grow quickly, and they're not interceptable. What do you think?
Last edited by Caydr on 27 Jun 2006, 15:53, edited 1 time in total.
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ginekolog
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Post by ginekolog »

plz dont make big changes at lvl3 as its mostly fine. However, Krogtarr is useless, LRPC vehicecles too (they are too low and too expenseive(2x bertha iirc) and juger needs some lasers to be good against mases (2 hlt guns on it maybe?). I havent seen emp missile launceher in action yet so cant comment.

Other mech are jsut fine cost and balance wise so dont try to invent warm watter here ;)
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Min3mat
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Post by Min3mat »

i think that the jugger should have 2 guardian turrets on it and maybe even a HLT mounted on its face AT-AT style, its so expensive and so much HP, it might as well be funs :D I think that day will definately agree with that, poor jugger :D
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Caydr
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Post by Caydr »

Since I cannot safely boost L2 fighters very much, and L1 fighters are quite good in comparison to L2 while costing far less, who'd be in favor of nerfing L1 fighter handling back to how they were originally?

(this is really the only option so, it's pretty much happening no matter what... :P)
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Day
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Post by Day »

why not give lvl 2 their missile back?
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Sleksa
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Post by Sleksa »

Caydr wrote:Since I cannot safely boost L2 fighters very much, and L1 fighters are quite good in comparison to L2 while costing far less, who'd be in favor of nerfing L1 fighter handling back to how they were originally?

(this is really the only option so, it's pretty much happening no matter what... :P)

NooooOOooooooooooo :x :evil:
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Cabbage
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Post by Cabbage »

bah! Don't gice the jugger any long range weapons! it should be a slow moving close range terro! :P Give it several beam lasers!! and a flamerthrower or two! :D
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Caydr
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Post by Caydr »

Day wrote:why not give lvl 2 their missile back?
This would result in the horrifying "1-pass commkill with 5 fighters" problem... how quickly we forget.
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