Absolute Annihilation 2.11
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Drone, if you're playing at all well, no Flea will get to your L1 Anti-Air Emplacements. Even if one did, you would surely have something there as a safeguard, like a Peewee, or LLT.
As for reducing beam laser effect against gunships... no. It isn't broken, don't try to fix it. I have seldom seen static lasers make any real difference against aircraft, and for the cost...
L1 Anti-Air fights off L1 Bombers, Gunships and Fighters. L2 fights off all planes. Don't expect L1 to cover you in mass for L2 economically. It's simple logic, lads.
As for reducing beam laser effect against gunships... no. It isn't broken, don't try to fix it. I have seldom seen static lasers make any real difference against aircraft, and for the cost...
L1 Anti-Air fights off L1 Bombers, Gunships and Fighters. L2 fights off all planes. Don't expect L1 to cover you in mass for L2 economically. It's simple logic, lads.
Sorry, youre talking complete shite again drone, didnt you say the first guy to build a gaurdian wins the other day? now this? sigh...Drone_Fragger wrote:Indeed. I ignore air defence now. If soemones building Gunships hordes, And you can't get to them, You lose. I mean, Some games i've played, Mainly 2 v 2s, One player acts a meat shield, While the other whores gunships. Game over.
level1 anti air will protect you from brawlers if its well spaced, especially if you throw in a an anti swarm or bomber. obviously it wont beat back sustained attacks but then you wouldnt expect llts to hold off zues for very long would you? duh!
Brawlers are level2 last time I looked drone!
1 lr tower and a flakker here and their and youre sorted, adding a small number of fighters makes youre base a complete brawler free zone.
Anyone who doesnt beleive and think brawlers are op play me and spam brawlers... I'll prove it.
gunships are not all theyre cracked up to be.
Ive used brawlers alot in my time and I can safely say Gunships are perfectly balanced right now caydr, I remember you spent along time getting it right, which you have, its perfect please do not change a thing, especially not the reduced missile damage, brawlers become obsolete very quickly already, even more so with the new l2 aa bots. Its perfect right now.
Last edited by BigSteve on 28 Jun 2006, 01:10, edited 2 times in total.
Be that as it may, and I knew about that beforehand, it doesn't change the fact that they currently don't do much, and it is perfectly fine. No balance issue.Egarwaen wrote:Psst! That's because they have a massive damage reduction against aircraft right now. Like, 5 damage per shot.neddiedrow wrote:I have seldom seen static lasers make any real difference against aircraft, and for the cost...
CONTEXT11!111!!!11Indeed. I ignore air defence now. If soemones building Gunships hordes, And you can't get to them, You lose. I mean, Some games i've played, Mainly 2 v 2s, One player acts a meat shield, While the other whores gunships. Game over.
CONTEXT!
srsly.
On Small Supreme Commander Battlefields this is a NASTY tactic and really does OWN. Brawlers you can get extremely fast, one guy holds off the enemy (only need 17 odd minutes) the other takes the majority of the mex's and goes kbot lab->airplant->adv air using a fair chunk of nanotowers and the geo spots. this tactic is really a one off and very map specific.
because of the large area of the map a great counter would be both players pushing with a mixed land/air force in the middle with a fair bit of AA with a few fighters patrolling the coasts of the enemy to intercept brawlers.
However yes the brawler rush on SSB is nasty >=) as Drone learnt >=D
I think most people find brawlers unbalanced is because they dont build enough air defence. I find about 9 out of 10 times when I use 17 minute rapiers (core player here) they have about 5 defenders scattered around their base if even that. Like someone said before, would you expect 5 LLTs scattered around your base to stop 6 cans?
^precisely
Anothe problem seems to be people undervalueing information, if you see gunships you can build defences against them, and if you see them when they start coming at you you can send out fighters to intercept them before they are in range. Even L1 fighters behind brawlieds flying to a target are strong.
Anothe problem seems to be people undervalueing information, if you see gunships you can build defences against them, and if you see them when they start coming at you you can send out fighters to intercept them before they are in range. Even L1 fighters behind brawlieds flying to a target are strong.
Because of the chain-explosions, a mob of L1 fighters will take out a cluster of Brawlers pretty quickly. I don't remember exact numbers, so I was using 10 v 10 earlier in the thread, but I think it's tilted in the L1 fighters' favour. The Brawlers will do some damage, but they will die, giving you time to get some flak up.FireCrack wrote:Even L1 fighters behind brawlieds flying to a target are strong.
In case anyone was wondering, the chain-explosion is in place to make it so that there is effectively a "cap" to the number of gunships you can put in a swarm. Beyond X number, their chain reaction makes the extras useless. I'd say somewhere around 15 is probably the best you can do safely, with more like 30 being the upper limit.
Is this a good thing, you suppose? It served its purpose pretty well - nobody likes the escalation where you need X+1 flakkers to counter X(10) gunships and it's just this unending loop...
Naval balance again. With torpedo bombers finally working, all the pieces are now in place. I'd like to get it sorted out as soon as possible, but since I've set a deadline of Friday for 2.11, I'm not sure if I'll have enough time to revamp both water and L3. I'm already in the process of doing the L3 though, so it'll take priority.
What'll probably happen is I'll post 2.11 on schedule and immediately get to work on 2.12, the naval patch... I'll be out of town on the following Friday, Saturday, and Sunday though, so it'll get posted either on Thursday or more likely Monday. So thats.... somewhere between the 6th and 10th of July, looks like.
Still no idea about the anti-air kbots. It wouldn't be a whole lot of work but I dread texturing so I've been putting it off. Maybe 2.13
Is this a good thing, you suppose? It served its purpose pretty well - nobody likes the escalation where you need X+1 flakkers to counter X(10) gunships and it's just this unending loop...
Naval balance again. With torpedo bombers finally working, all the pieces are now in place. I'd like to get it sorted out as soon as possible, but since I've set a deadline of Friday for 2.11, I'm not sure if I'll have enough time to revamp both water and L3. I'm already in the process of doing the L3 though, so it'll take priority.
What'll probably happen is I'll post 2.11 on schedule and immediately get to work on 2.12, the naval patch... I'll be out of town on the following Friday, Saturday, and Sunday though, so it'll get posted either on Thursday or more likely Monday. So thats.... somewhere between the 6th and 10th of July, looks like.
Still no idea about the anti-air kbots. It wouldn't be a whole lot of work but I dread texturing so I've been putting it off. Maybe 2.13

Fixed, along with a whole bunch of other explosion related stuff.knorke wrote:Only thing I noticed is that the ground flash from the Core Leveler weapon (this level 1 tank) seems a bit large, but maybe its ok because of the large AoE.
Last edited by Caydr on 28 Jun 2006, 06:36, edited 3 times in total.
You could say no-one likes having to need X amounts of Annihilators to top X amount of Goliaths.Caydr wrote:In case anyone was wondering, the chain-explosion is in place to make it so that there is effectively a "cap" to the number of gunships you can put in a swarm. Beyond X number, their chain reaction makes the extras useless. I'd say somewhere around 15 is probably the best you can do safely, with more like 30 being the upper limit.
Is this a good thing, you suppose? It served its purpose pretty well - nobody likes the escalation where you need X+1 flakkers to counter X(10) gunships and it's just this unending loop...
I find that air combat is too easily locked down. With little effort you can protect yourself against all but the most overwhelming air raids.
Edit: I do not however think this is a problem with gunships, but a problem with T1 Fighters
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