Absolute Annihilation 2.11 - Page 30

Absolute Annihilation 2.11

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Cabbage
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Post by Cabbage »

Drone_Fragger Wrote:
Of course, That 700 metal that you just spent on the plant should of been used ot build those peewees which were meant to kill the instigatores that just attacked and destroyed your base.
Entirely situational, 100% pointless post.

You are a fool! Why is it that you keep coming up and complaining about non existant problems? Vanguards? Guardians? Calling a lvl 1 air plant a waste of metal is perhaps the stupidist card you've played to date. Ofc there are times when it wouldn't make sense to build one, getting a heavy pounding by ground units whilst M stalling for example, but that can be applied to anything - such as it being unwise to send a load of AK's at a defensive position full of antiswarm defences....

The lvl 1 scouts can win you the game, knowlege of what your enemy is doing is perhaps the best weapon you have, and now that you've seen your enemy is building brawlers, you can now build a swarm of lvl 1 fighters, and decimate his force at a fraction of the cost it took to produce his.. gah!

Please please please, get a clue!
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Caydr
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Post by Caydr »

Minelayers be able to build dragons eyes?

Hmmm.... hmmm... I just got another idea too. Possibly a good one at that. I'll have to mark this on my calendar.
Egarwaen
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Post by Egarwaen »

Caydr wrote:Minelayers be able to build dragons eyes?
How about Dragon's Eyes and Dragon's Teeth?
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FireCrack
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Post by FireCrack »

^would make a fair bit of sense, and would make it easier to set up effective minefeilds.
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Caydr
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Post by Caydr »

It's done then.
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Neddie
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Post by Neddie »

Good. That will also make minelayers much more viable.
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FizWizz
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Post by FizWizz »

that would be cool actually. With their specialization in small, spam construction, they absolutely must have a fast deployment (animation) speed if they don't already, which I wouldn't know because I don't use minelayers very often.
Egarwaen
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Post by Egarwaen »

neddiedrow wrote:Good. That will also make minelayers much more viable.
And make the vehicle factory more attractive on a lot of maps. Maybe eveon on ones with marginal hills. You get a perimeter constructor that can lay minefields, walls, and cameras, amphibious constructors, and tougher combat units.
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FireCrack
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Post by FireCrack »

FizWizz wrote:that would be cool actually. With their specialization in small, spam construction, they absolutely must have a fast deployment (animation) speed if they don't already, which I wouldn't know because I don't use minelayers very often.
Their nanolathe is always "out" they dont need to deploy (the arm one at least...)
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Noruas
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hmm

Post by Noruas »

I also would like to ask why in level 1 tech, you could build a nuclear mine for 750 metal!, and blow the "bad word here" out of any level1 kbot of an overkill, dont you think maybe we could use like a
level 2 minelayer? because seriously, for level 1 minelayers do build all tech level mines is sufficent, but alittle strange in AA, because you cant build a sumo in the level 1 kbot lab, or the arm penetrator. Also another thing that bugs me the most is that vulcans arent lvl 3, alien reactor isnt level 3, sure seems lvl 3, techniqually unblockable nukes should be lvl 3. Krogoth Gantry should still build krogoth alone, not some other lame wanabe replacements, make Krogoth and Orcone have their own gantry and lower the price of level 3 labs, so that krogoth and orcones are lvl 4 so to speak, and just the fact that it goes forge at the end, instead of having level 3 tank lab, level 3 kbot lab, level 3 air lab, is very strange
, and not even a level 2 hovercraft lab is crazy, besides hovercrafts suck so badly they need to be redone.
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Deathblane
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Post by Deathblane »

How good are seaplanes supposed to be?

I had one oceon on Delta Seige Duo and had covered it with ~10 L1 fighters a flack ship and ~5 skeeters, which promptly all got wiped out by maybe 5 seaplane fighters and 10 torpedo bombers.
And the seaplanes only took 1/3 casulties.

So yeah did I have way too little anti-air or are seaplanes op'd?
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Caydr
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Post by Caydr »

Not too sure... mines have 8 HP - a stray... ANYTHING would kill them. 750 metal gone, to a stray EMG shot... I agree that it doesn't make much sense to have nuke mines at L1 though.

Torpedo bombers are designed for the purpose of killing ships and subs. Whoever attacked you was smart about it - fighters to kill the air cover, torpedo bombers to take out the flak ship, and they team up to mop up the skeeters.
Last edited by Caydr on 29 Jun 2006, 03:34, edited 1 time in total.
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Pxtl
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Post by Pxtl »

Deathblane wrote:How good are seaplanes supposed to be?

I had one oceon on Delta Seige Duo and had covered it with ~10 L1 fighters a flack ship and ~5 skeeters, which promptly all got wiped out by maybe 5 seaplane fighters and 10 torpedo bombers.
And the seaplanes only took 1/3 casulties.

So yeah did I have way too little anti-air or are seaplanes op'd?
AA takes a different attitude from OTA wrt. seaplanes. In OTA, seaplanes were like L1.5 units that happened to require L2 to build. In AA, seaplanes actually have a bit of an edge on their L2 counterparts.

I always have to keep this difference in mind. OTA L2/L3 = wierder. AA L2/L3 = better.
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Deathblane
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Post by Deathblane »

Fair enough, I guess I'd gotten used to L1 fighters dominating the air.

So, if you've got the resources are you better off building seaplanes rather than L2 planes?
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Caydr
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Post by Caydr »

Seaplanes are more powerful, cheaper, faster, and have better maneuvering.

No, I'd stick with L2 :P
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Noruas
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Post by Noruas »

Caydr, are you still thinking about using bulldozers for lvl 1 units to get rid of blocking metal, i can make a Patch, or a mutator so you can use it or whatever without working too hard.
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Caydr
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Post by Caydr »

It's not really high-priority right now, but I do plan on looking into it in the future.

For tweaking L3, I'm trying something I've never experimented with before but often considered. I think it should work, but if it's a disaster I'll probably forget about fixing up L3 until a future version.

Basically I'm trying to make it so that even within L3 there are different levels of technology. Without adding in extra factories for literal tech levels I'm trying to achieve the same effect. This is really unfamiliar territory for me though... it might take a few tries to get it right... and because of the complexity of what's involved each "try" takes two or three days between headaches.
Kixxe wrote:First reply HHAHAHHA
FINALLY you fix it! :P
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Dragon45
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Post by Dragon45 »

Suggestion: I fsking love the Freaker and its ilk (IE, the ships that can build other ships). It's so damn useful, I don't know where to begin. Lord knows how many times I've taken a hill or a chokepoint because I've managed to rush three Freakers to the front lines and powerbuilt two cans.


Can you make something like that for Level 3? Meaning: A Tech 3 uberbuilder who builds a lot of the Tech 2 tanks and kbots, and maybe the cheaper tech 3 ones (like Raven or Razorback). Sorta like a mobile factory liek Freaker is. Freaker has tech 2 + 1 in build menu, this Tech 3 version of the Freaker should have tech 2 + 3 in build menu (so maybe able to build fusion etc as well).
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RedDragonGecko
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Post by RedDragonGecko »

As far as seaplanes being better than L2 aircraft I don't find that to be so. I' compared them on the unit guide and often the seaplanes are weaker/slower than their L@ counterparts.
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Zydox
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Post by Zydox »

I'd like to see more spiders in the game, can't you introduce the spider lab? :-)
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