Absolute Annihilation 2.11 - Page 54

Absolute Annihilation 2.11

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LOrDo
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Post by LOrDo »

Egarwaen wrote:
Johns_Volition wrote:also I see a slight problem that a swarm of flak resistant gunships can thwart any ground attack force, simply because there is no real good way of defending against those. I propose an expensive multiflak and rocket vehicle... Basically an archer on wheels, to keep ground attack forces safe.
Stealth fighters + flak trucks + Mercuries/Screamers up front. Pwnage that little works particularly well against. We've been over this.
So we have to force people to go air to get a counter for air? *thumbsdown*
Its just like the lvl 2 aa kbot issue, people dont want it, because they want people to go vechs to get lvl 2 anti air. Thats just dumb. Dont force people to go a certain side to get a counter for a general unit. EVERY SIDE SHOULD BE ABLE TO COUNTER EVERY SIDE EQUALLY!
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ginekolog
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Post by ginekolog »

Figters are BEST AA and cheap as hell too. 700M for airplant and like 500 m for 8 fighters? Thats cheaper than 1 golie ffs and u got yourself ultra mobile AA.

Rule of a thumb: U see enemy getting planes, get yourself figters. Be smart.

And air looks VERY balanced to me. I would not change a thing.


Adv veh still bothers me though. Even on open maps it is better to go kbtos as arm and even more so on hilly maps. Core adv veh could be good but lacks fast builder like fark.

How about giving core adv cons veh 250 or 300 nano speed? (200 current)
dogthinker
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Post by dogthinker »

I see no problem with L1 ground units on huge maps... Sure they take a long time to get there, but your opponent is unlikely to have invested in L2 defenses as he isn't expecting anything to arrive that early, so is saving his L2 expenditure for defenses for locations closer to what he expected the front line to be... Your L1 units also server the potential double purpose of screening for units approaching your own base (if you spread them out enough in transit) so you can safely not invest in substantial early defenses as you wil get more warning...

Your assault will only fail if they made a matching investment in defenses in an area that is far from eventual frontline, so where's the problem?
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Acidd_UK
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Post by Acidd_UK »

Johns_Volition wrote:also I see a slight problem that a swarm of flak resistant gunships can thwart any ground attack force, simply because there is no real good way of defending against those. I propose an expensive multiflak and rocket vehicle... Basically an archer on wheels, to keep ground attack forces safe.
Try a swarm of 20-50 level 1 AA kbots (about 2x the number of adv gunships will probably work... You'll be surprised how quickly they rip them to shreads, for about 1/10 the cost...
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KDR_11k
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Post by KDR_11k »

Flak can remain as plasma, Spring allows you to define a bitfield that says which weapon hits which shield. Simply give flak a different bitfield and the shield won't react anymore. You could do stuff like make a shield that stops only BLoDs.
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Neddie
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Post by Neddie »

Alright, time to look at this objectively.

Large maps have different play issues, much like in real life. I have never seen air become the absolute authoritative force in a game with comparable sides, however, and I have played a lot of AA. Anyway, don't bring a map-style issue into mod development. If you don't like the increased movement times required to cross the field of battle, play a smaller map.

The air domination concept is essentially bogus, though I must state that in uncontested excess, like everything else, air can constitute an unstoppable assault. Read hundreds of planes.

L2 Anti-air K-bots should add a lot to the game, but I must say, Fighters are cheap and effective for the cost. Use them, and don't whine about differentiation. Nobody wins on a single factory line in a balanced game. Well... I did win from Hover, but that was a crazy game.

besides, there is an Air Counter at every other factory. If you want a highly mobile air counter without going planes, I must suggest the inefficent but hysterical and mass-happy Hovers. Otherwise, mixed forces in sufficent number WILL be capable of dealing with an assault.

I sense a playstyle weakness, and not one of the mod.

In conclusion, Cronyx, your points are simply not factual, and your sideways slights to your fellow gamers are unwanted.
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Cabbage
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Post by Cabbage »

Wow, just read all this stuff from people moaning about air power. I'm quite shocked at some of the stupid arguments that have been put across... 1 mercury vs 190 hawks? right..... Impossible to defend against a large airforce? okay.... How about you actualy learn how to play the bloody mod before you come here and start post utter crap about things you clearly have no understanding of. This has been discussed recently already, and i was pretty bloody sure it was found that any half decent player, or even those less skilled, but with atleast an ounce of common sense were all in agreeement that AIR IS FINE, AND THERE ARE DOZENS OF COUNTERS FOR IT AT EVERY BLOODY LEVEL!

PLEASE PLEASE PLEASE! Think before you come here and post utter nonsense! There is absolutely nothing wrong with air as it is! It's very very easy to kill someone with air, if they are undefended, but its just as easy to kill someone with ground units if they are equally undefended!

I really can't get across how much these posts annoy me.

Edit: Let the damn subject drop! Move onto to something constructive, something that actualy NEEDS to be looked at!
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Erom
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Post by Erom »

A mobile mercury/screamer as a L2 AA kbot would be fun. It would be like a ground-to-air artillery unit. Just make sure the reload is long enough that it is best when mixed with other AA units.

But yeah, in general I agree that air balance is pretty good, and certainly doesn't need any radical changes.
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Pxtl
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Post by Pxtl »

Erom wrote:A mobile mercury/screamer as a L2 AA kbot would be fun. It would be like a ground-to-air artillery unit. Just make sure the reload is long enough that it is best when mixed with other AA units.

But yeah, in general I agree that air balance is pretty good, and certainly doesn't need any radical changes.
If by "fun" you mean "ruining air forever". The only thing that makes the screamer's extremely long range passable is that it's an immobile unit. If I could get a screamer near enough to the enemy base to rip apart his con planes within the base, that would be just freaking wrong. Unless you mean "mobile screamer" the same way that the penetrator is a "mobile annihilator". Imho, a mobile anti-swarm turret would be better.
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Acidd_UK
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Post by Acidd_UK »

We don't need l2 aa kbots.
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Erom
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Post by Erom »

Pxtl wrote: Unless you mean "mobile screamer" the same way that the penetrator is a "mobile annihilator".
I did, sorry it wasn't clearer. I think it would be a real "gee wiz" fun unit, but I yield to the opinion of the crowd that it may not be a very good idea from a strategic sense.
Last edited by Erom on 11 Jul 2006, 17:04, edited 1 time in total.
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Comp1337
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Post by Comp1337 »

The only thing i would like to change would be to make the T2 transports cheaper and faster to build. takes ages to build them atm.
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Cronyx
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Post by Cronyx »

Strawman, er um, I mean neddiedrow wrote:I sense a playstyle weakness, and not one of the mod.

In conclusion, Cronyx, your points are simply not factual, and your sideways slights to your fellow gamers are unwanted.
Translation wrote:l2p nub, l2p lol!

rtfm nub, i know h2p dont say i dont! stfu!
Fuck the what? What crack are you smoking?

You can't call me out as a liar (and everyone else that's been agreeing with me), and then in the same sentence, accuse me of slandering my "fellow gamers."

Image

First of all, this isn't a mod-specific issue. There just aren't enough differences in the three (four, if you count hovercraft, five if you count krogs and the like, but those aren't "units", they're "portable wars") different tech trees to give them unique purposes. Like someone said, there's almost no reason to use vehicles, especially on hilly maps. And huge maps, kbots will get there by the time the vehicles have long since rusted away from time.

You're right about one thing. At least I think it may have been you that said it. I haven't suggested a whole lot "useful" to fix it. Lacking a solution to a problem in no way invalidates that person's ability to identifiy and describe a problem. So, this is almost border-line ad hominem. But I digress.

I think I might have a solution. Or, at least, the initial scaffolding of one.

Currently, it seems that anything a vehicle can do, a kbot can do better, and faster. Or at least, faster. What kind of a game has your infantry units moving faster than your vehicles? Boost all the speeds of vehicles by 50%. Also, limit their maximum traversable angle of approach substantially. (in other words, make hills even more of a problem for vehicles). Then, boost all their power by about 200%. No kbot should be able to take a single shot from any vehicle that's in the same tech level as it, and sure as hell not from one level up.

Roles are defined, but I don't believe drastically enough. You should genuinely fear a single tank. Not as much as a Krog obviously, no no.. but enough that you send a dozen kbots over specifically to negotiate the issue.

Of course, this means bumping up vehicle costs as well. But that's fine. You don't need to see them so early anyway. It's a small price to pay for better role definition.

Infantry should be able to go everywhere that vehicles can not. They should be a little harder to hit with larger weapons, but if you do hit them, it completely fucks up their Christmas.

That's for tech 1 infantry, so let me be a little more clear.

Tech 1 infantry should be able to scale anything but a 90 degree shear cliff. Tech 1 infantry, throughout your campaign, should be the primary workhorse at all tech levels. The go anywhere, do anything, gung-ho units. There's a mountian between you and your enemy? Climb it. Go around defences.

Tech 2 infantry should be able to climb better than tech 1 vehicles, but only half as good as tech 1 infantry. They also hit harder, but again, they lack the ability to deliver that punch anywhere on the map like T1 does.

Tech 1 vehicles shouldn't be as maneuverable as tech 1 or 2 infantry, but they should be faster than both. As far as cost, they should be in the middle; more expensive than T1 infantry, but not as expensive as T2 infantry. (For the most part, this is already the case, the the scale just needs to be widened a bit). Tech 1 vehicles are what you want to use to formally knock on the OpFor's front door for the first time. Not that over the river and through the woods to grandma's house commando style negotiation that infantry do. But more of direct frontal assault.

Tech 2 vehicles should be slightly slower than T1, but still just barely faster than any tech infantry, though you need nearly flat ground to get them anywhere. However, it's very difficult for them to hit infantry if the transversal velocity is too high. This is done by lowering the turret rotational velocity. Great against stationary targets, but have a lot of trouble with infantry if they're real close, unless of course the infantry happens to be moving right towards them in a stright line. High splash damage for most T2 vehicle weapons, excessive casualties if discharged into a crowd. Tech 2 vehicles should be too expensive to swarm, but still accessable enough that you include at least two or three in every squad. In raw power, they should be above everything else, perhaps between 1/8th and 1/12th as powerful as a single Krog.

I'm trying to visualize a system where all throughout the campaign, T1 infantry are the primary role that constitutes the body of any attacking force, complimented by a light seasoning to taste of T2 infantry and T1 vehicles, and garnished with some T2 vehicles on the side of the plate. If that's not enough, maybe you come back for dessert and throw in a single Krog.

This is by no means a final solution, nor is it advertized as such; like I said, just an initial scaffolding of an idea. But, you know, feel free to discuss it, throw out any constructive criticisms or improvements (try to leave out the asshattery, kthxbi).

Even if this isn't "The Solution", surely one does exist, because there is a clearly identifiable problem. I'm not conceited enough to believe myself so unique that I'm the only one who has these thoughts. What I do know for a fact is, every game I've ever played or witnessed on Altored Earth, Battle Range, or Supreme Battlefield sized maps ends the same way, barring some fluke rush victory in the first 10 minutes of someone just being reckless. Every time, it ends up being decided by air. That's just become boring and predictable.

That's about it. Discuss.
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Erom
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Post by Erom »

I think at this point you should look to a different mod. You crossed some sort of line where you wouldn't be playing AA anymore if you did all that. Specifically several of the mods based in more near-future realistic warfare better exemplify unit balance that matches real life.
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Cabbage
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Post by Cabbage »

Cronyx Wrote:
Then, boost all their power by about 200%. No kbot should be able to take a single shot from any vehicle that's in the same tech level as it, and sure as hell not from one level up.
Oh. My. God. I stopped reading after i saw this - do you have ANY idea what you're saying? THis is perhaps THE single stupidest idea i've seen however many incarnations of the AA thread there have been. How on earth did you come up with this idea? you're saying a sumo shouldnt survive a single shot from a bulldog, thats absolutely absurd. lvl 1 kbots would be entirely obsolete, no one would ever build them if it only took a single instigator to wipe out an entire attack force! YOU ARE A FOOL!

I actualy think you should be banned, from the AA thread atleast, for even considering typing up such drivel. seriously.
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Cabbage
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Post by Cabbage »

you havent come up with anything atall resemabling a soloution to your imagianry problem. What you are infact describing is a completly diffrent, awfully balanced mod. I suggest you go start working on it and stop wasting everyones time.

I want to have such a huge rant at hte sheer scale of these truely awful suggestions, but it would infact take an hour or so just to point out the basics.

Utter rubbish. Your ideas. Are.
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Erom
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Post by Erom »

Basically Cronyx, you aren't considering that K-bots are not just "infantry". Sure, there are the Infantry-like kbots (PW's and AKs, and even pyros) but that there are also K-bots who fullfil a number of different roles. Even heavy assault, as the Sumo is a great example. The Sumo is a very heavy unit, designed to go toe to toe with tanks.

LIke I said, I think the gameplay you are looking for would probably be fun... but is incompatable with AA.

Standard "this is Cadyrs mod so whatever he says in the end" clause.
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Snipawolf
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Post by Snipawolf »

He has some points that are okay, but like Das Bruce Realism =/= Gameplay

I don't care that vehicles are so slow, but what are transports for, I do it all the time, build 10 tanks and 10 trans and boom, you have faster than kbot movement with twice the bang!

Tip, trans are helpful for these maps, I did it ALL the time back in old TA.....
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KDR_11k
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Post by KDR_11k »

If you want weak and highly mobile infantry and big tanks you should try CvC instead of AA. Kbots aren't infantry. Kbots are just as heavy as vehicles but more mobile and IIRC pricier.
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Cronyx
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Post by Cronyx »

Cabbage wrote:Oh. My. God. I stopped reading after i saw this
And I stopped reading after I saw this. It's nice that we can play the same game, isn't it? :roll:
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