Absolute Annihilation 2.23 - Page 59

Absolute Annihilation 2.23

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Hellspawn
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Joined: 24 Feb 2006, 11:54

Post by Hellspawn »

"a bit" xD. IMO air is slightly to weak. Only lvl 1 air unit useful is kinda bomber and even with bombers only work if they are a suprise. Spammed lvl 1 AA defence can even rape lvl 2 air ^^. So air isn't worth building that much nowadays, unless you rush to lvl 2 air.
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Day
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Post by Day »

spammed lvl 1 units can rape t2 to :roll:
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Machiosabre
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Post by Machiosabre »

air-ground balance is in no way "just right", if you can completely obliterate an entire tech tree with a handful of flaktrucks or aabots.
And yes even lvl1 rapes air with the removal of the lvl1 aa resistance lvl2 air had, I think it's sort of good, especially for the antiswarmturrets but they do need to lose about half of the power they gained when the special damages were removed.
Hellspawn
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Post by Hellspawn »

Day wrote:spammed lvl 1 units can rape t2 to :roll:
Not best comparision <_<. Lvl 2 ground units rape lvl 1 defence :P.
imbaczek
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Post by imbaczek »

hawkki: When your ground troops take out enemy AA, you've already won and there's no point in sending planes in.
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1v0ry_k1ng
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Post by 1v0ry_k1ng »

hawkki wrote:My god.. AntiAir is NOT too powerfull, nowhere near ! Air should be a woulnerable, fast support troop that comes in when your groundforces ahave taken out antiairs ! Not the single solution ! Air vs ground balance is perfect, weasels are indeed a bit OP
yes, which is fine when that speed means they can evade damage. in AA planes get crunched near instantly by defences. taking out anti airs dosnt happen unless there is no enemy left. AA should be effective, but too expensive to cover all your stuff with.
Konane
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Post by Konane »

Air balance is quite ok IMO, I agree that air shouldn't be the end-of-all option, rather the mean to take out strategic targets, scout, support, etc. I still remember an old version where rushing to brawlers was the-end-of-all strategy and it wasn't fun.

I probably don't need to bitch about the scout vehicle shit, but it is getting annoying and stupid since everyobne started swarming them.
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REVENGE
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Post by REVENGE »

Konane wrote:Air balance is quite ok IMO, I agree that air shouldn't be the end-of-all option, rather the mean to take out strategic targets, scout, support, etc. I still remember an old version where rushing to brawlers was the-end-of-all strategy and it wasn't fun.

I probably don't need to bitch about the scout vehicle shit, but it is getting annoying and stupid since everyobne started swarming them.
Play with them disabled for now.
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REVENGE
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Post by REVENGE »

Actually, heres an idea: why don't we lock the Weasel/Jeffy's weapon turn radius to a very small degree towards the front? That way, if someone tries to weasel rush, they wouldn't be able to target anything towards the sides.
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1v0ry_k1ng
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Post by 1v0ry_k1ng »

REVENGE wrote:Actually, heres an idea: why don't we lock the Weasel/Jeffy's weapon turn radius to a very small degree towards the front? That way, if someone tries to weasel rush, they wouldn't be able to target anything towards the sides.
because that would make them useless for their intended role.
to fix them imo
1) they must not shoot over eachother
2) they must have a shorter range
3) they should have like 100 less hp.

this dosnt reduce their abilities for their intended role, while making them ultra suck for massing.
Hellspawn
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Post by Hellspawn »

REVENGE wrote:Actually, heres an idea: why don't we lock the Weasel/Jeffy's weapon turn radius to a very small degree towards the front? That way, if someone tries to weasel rush, they wouldn't be able to target anything towards the sides.
Or how about we just put them on old stats, which worked fine.
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LordMatt
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Post by LordMatt »

REVENGE wrote:Actually, heres an idea: why don't we lock the Weasel/Jeffy's weapon turn radius to a very small degree towards the front? That way, if someone tries to weasel rush, they wouldn't be able to target anything towards the sides.
Keep posting bad suggestions in this thread plz. This is the place for it.
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Cabbage
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Post by Cabbage »

+1 old stats were fine (although the 10% increase to turnrate/speed was fine) And Konane, air was never the be all end all of stratergies, its just stupid people who goit brawler rushed (by steve? ^^) used to complain all the time so it got changed. Air was never overpowered but it got changed coz of people whining as they never expected it or build nough AA. Fighters are fine as they are, but brawlers should get reverted(the 10% speed/dmg/evading thing nerf).

Banshees ahbe always been the pooerst unit in AA (imo) and need to be removed or buffed :P

bladewings are decent, the only problem with them is that instis and other similar units can take them our easily, which shouldnt happen, imfine with missile towers killing them in a singlew shot, but anything which isn't specificlly anti air shouldnt take thoen out so eas.ly..

Bombers are fine as they are..

Sorry for rusbbish spelling etc, ive been drinking, but im pretty sire its clear enough to undersatnd :P
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Neddie
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Post by Neddie »

We discussed Banshee's on Caydr's forum, and hopefully we will see some changes made.
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Cabbage
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Post by Cabbage »

ive not checked sincw it was made tbh,,..

edit: the forums that is
Hellspawn
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Post by Hellspawn »

Old stats for blades plx!

Seriously curently lvl 1 air isn't really worth building.
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Neddie
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Post by Neddie »

Well, the Fighters and the Transports are somewhat viable...
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TradeMark
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Post by TradeMark »

Weasels should die by 2 llt shots... which means < 150 health.
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REVENGE
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Post by REVENGE »

TradeMark wrote:Weasels should die by 2 llt shots... which means < 150 health.
Two shots might still be too much in some situations. I mean, if someone really wanted to Weasel spam, you would still need a lot of llts to take a swarm down.
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Maelstrom
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Post by Maelstrom »

Perhaps make weasles explosions hurt other weasles? So you kill one, it explodes, and chain explodes the other weasles around it?

It would prevent swarms, but still allow weasles to have enough health to be decent scouts.
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