Absolute Annihilation: Spring[old] - Page 59

Absolute Annihilation: Spring[old]

Discuss game development here, from a distinct game project to an accessible third-party mutator, down to the interaction and design of individual units if you like.

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Denied
Posts: 9
Joined: 14 Feb 2006, 03:19

Post by Denied »

hmm i see a lack of "Removed Fido's on/off switch" in this change log O.o
Iv also noticed that spamming mercuries sometimes almost makes airpower useless, would it be possible to make them take longer to build or something.
.funkymp
Posts: 77
Joined: 23 Jan 2006, 22:48

Post by .funkymp »

Nautilus is an unnecessary UH gimmick and I doubt half the people here even know what it is.
i normally use it to support my adv son subs, its pretty nifty
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Zenka
Posts: 1235
Joined: 05 Oct 2005, 15:29

Post by Zenka »

Woot! You fixed the anni. Bless you!
And the fort. walls are saved.
But why remove the HLLT? many people are using them. they are usefull.
Same with Beamers, I used them for back-cather.
Oh well, more LLT's HLT's I guess.

Is it me, or does AA goes back with the number of defence buildings...
Andreask
Posts: 282
Joined: 16 Dec 2005, 21:08

Post by Andreask »

Well, HLLT are basically two LLTs in one. Pack-o and SAM are basically like the "Shredder" Anti-Bomber turret.

Give it a few games and you wont miss those two.

The Nautilus really has no point, but it would be fun to see the Core Lvl 2 con sub be replaced by the model of the Nautilus, scince it is pretty much kick-ass.
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NOiZE
Balanced Annihilation Developer
Posts: 3984
Joined: 28 Apr 2005, 19:29

Post by NOiZE »

a pity that the HLLT/Beamer are removed... back to LLT spamming then..

owh and can u remove this tag from the gatorweapon.tdf

energypershot=0;

because sometimes they don't shoot when there is no energy but they should shoot. I think this can be the cause of that.
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NOiZE
Balanced Annihilation Developer
Posts: 3984
Joined: 28 Apr 2005, 19:29

Post by NOiZE »

and Flashes Still PWN gators, while gators cost 25% more!

i watched some flashes and gators fighting, and it looks like the turret of the gator rotates to slow. so it doesn't get his shot off, while the flash his turret moves much faster.
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BigSteve
Posts: 911
Joined: 25 Sep 2005, 12:56

Post by BigSteve »

Awwww dont remove hllt and beamer... they're so cool and the beamer isnt useless... its awesome - put it with some llts and its 1 mean turret, it also cuts through a rushing commanders hitpoints so fast.
It may not be quite as good as cores hllt but who cares, we dont want identical units for either side, there has to be some tradeoffs between the 2 sides right?
Please dont remove them... poor stevie will be sad sad sad. :cry:
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Cyberwal
Posts: 149
Joined: 31 Jan 2006, 14:42

Post by Cyberwal »

Yeah I really liked the beamer too.. IIRC it doesn't die as quickly as an LLT, so it's pretty nice in combination with them
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Dragon45
Posts: 2883
Joined: 16 Aug 2004, 04:36

Post by Dragon45 »

One of the things that I I started playing AA is the unit variety that it adds to the game. Howver, by taking out all these units, it's starting to drift back into OTA-with-a-few-balance-changes mode, IMHO :?

I would love to have the Core L2 flamethrower turret back (I used it so much; it rocked) as well as keep the beamer and HLLT in there still.

And they do fill necessary roles; the big one is putting thme in palces where two LLTs or whatever couldn't fit or if yo wree space-hungry for whatever reason.

Space is also a big reason i tend to build PackOs and SAMs rather than bunches of Defendres and Pulverizers on some maps.

Taking out the Nautilius and death cavalry also makes me sad sad sad :(



*weeps*

And bladewing XP halved is also a bit extreme; they're fine as they are, and the reason people want them to be nerfed is they dont know how to counter them and hence whine about it. They get shredded by even a few AA units as it is...



Caydr, I've loved the mod for the past few ioterations, but i'm sorry I havent been telling you how much i'ved loved it. I think it was perfect with 1.41, but removing units (Especialyl the Flamer tower! I loved the Flamer tower!) especially when Sprign gives unlimited unit capcity, doesnt seem right. :(


*pokes for Flamer once more* :P
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Caydr
Omnidouche
Posts: 7179
Joined: 16 Oct 2004, 19:40

Post by Caydr »

A designer knows he has achieved perfection, not when there is nothing left to add, but when there is nothing left to take away.

That said, I'll keep an open mind and possibly add them back in the future if there is need for them.
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BigSteve
Posts: 911
Joined: 25 Sep 2005, 12:56

Post by BigSteve »

bladewings hp are ok I think.
their speed is the biggest balance issue, they are sooo quick - they can move faster than a level 1 fighter and turn about 10 times faster - they are slightly quicker than the level2 vamp and can also turn about 10 times as quickly hehe The speed at which they can respond to a raid i think is too much
This coupled with very low cost and fast paralysing makes them a little too Uber for level1 but their hp is fine I think hehe
Konane
Posts: 35
Joined: 27 Jan 2006, 13:07

Post by Konane »

Ehm, that Bladewing nerfing seems a little heavy to me, they already die very quickly. Core needs a good EMP unit.

I can probably live without HLLT's, though I dont see any reason for them to be removed. I use them frequently to good results.

I really like dragon's teeth and fort wall changes.
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