Absolute Annihilation 2.11 - Page 64

Absolute Annihilation 2.11

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hollowsoul
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Joined: 06 Jun 2006, 19:49

Post by hollowsoul »

how about feature request not to reclaim on patrol when the storage is @ the share threshold for sharing energy/metal to teammates.
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BigSteve
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Joined: 25 Sep 2005, 12:56

Post by BigSteve »

Sorry but if your comm gets nuked on game ends then you deserve to lose, a comm shouldnt survive a nuke! why? because its a god damn NUKE!
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ginekolog
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Joined: 27 Feb 2006, 13:49

Post by ginekolog »

game fun >>> real life


We try to play fun game, not realistic simulation. Ergo comm must survive nuke for sake of Comm DEATH games.
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Aun
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Post by Aun »

Anti-nuke? The rush a nuke? Good for them surviving that long and having a good econ. They kill your anti-nuke? Build more than one or protect it.
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BigSteve
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Post by BigSteve »

I never said anything about realism gine, the nuke in game is a huge weapon and costs loads to build it should kill the comm in 1 hit, its easy enough to counter anyway.
i dont think thers any excuse for getting your comm nuked in game ends imo.
if it is game ends Id build an anti right away and/or hide my comm somewhere thats not gonna be nuked, it only cost 200e to cloak him stationary doesnt it?

I seem to remeber having this argument not so long ago, maybe im mistaken but we just seem to go over and over the same topics in this thread ^^
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Ishach
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Post by Ishach »

BigSteve wrote:I never said anything about realism gine, the nuke in game is a huge weapon and costs loads to build it should kill the comm in 1 hit, its easy enough to counter anyway.
i dont think thers any excuse for getting your comm nuked in game ends imo.
if it is game ends Id build an anti right away and/or hide my comm somewhere thats not gonna be nuked, it only cost 200e to cloak him stationary doesnt it?

I seem to remeber having this argument not so long ago, maybe im mistaken but we just seem to go over and over the same topics in this thread ^^

quotin' dis 8)
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Comp1337
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Joined: 12 Oct 2005, 17:32

Post by Comp1337 »

Oh and dont lower the metal on the commander.
If i get commbombed, i want the enemy to feel pain for being an ass.
Just my 0.02.
esteroth12
Posts: 501
Joined: 18 May 2006, 21:19

Post by esteroth12 »

Pxtl wrote:In general though, the impact stuff causes a lot of annoying problems. Ever seen an enemy rocko get a peeper's tour of your base because of a good hit with a plasma cannon? Sure, he dies when he lands, but until then the enemy gets a lot of recon info. I just wish that flakkers and anti-swarmers would shoot at ground units knocked airborne.
Its the same reason that AA will shoot and landed air units: they don't check height, just unit type...
jellyman
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Joined: 13 Nov 2005, 07:36

Post by jellyman »

I think the com can also be killed in one shot by bertha/intimidator fire. I played a game where an ally decided to build a vulcan. We were hard pressed because all his resources were going towards that instead of supporting us on the battlefront. He nearly had it finished and I thought - cool we might win this. Suddenly there was a complosion and it all went up in smoke and we lost.

I watched the replay, and the opponents launched a ground attack towards that area. I defended it, but they saw the vulcan. They were 'OMG its a Vulcan' and 'where where'. Next thing their Big Bertha turns towards the vulcan, fires, and the first shot hits square in the face of the commander assisting the build. One very expensive explosion resulted....

And yes I know Vulcans are not the cleverest strategy.

Oh and I'm not sure if this was the current version, or a previous version, so maybe the problem is already fixed. Either way at least its a funny story.
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Cabbage
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Joined: 12 Mar 2006, 22:34

Post by Cabbage »

im pretty sure one direct hit from a bertha won't kill a vom, had 4 berthas attacking a com todya (was no need, but i had alot of spare metal ) :P

Several shots landed very close to it, after a large group of fidos got a volly of shots of at it. After all this a direct bertha hit killed it, but it must have been nearly dead.

Are you sure his com hadn't already taken a few hits beforehand which you hadn't seen?
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Scikar
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Joined: 30 Jan 2006, 07:13

Post by Scikar »

Comp1337 wrote:Oh and dont lower the metal on the commander.
If i get commbombed, i want the enemy to feel pain for being an ass.
Just my 0.02.
The point of lowering the metal though is so that you get the metal in time to use it against your opponent though. ;)

Is there a way to make reclaiming a gradual thing rather than instantly getting all the metal at the end? So you could reclaim a comm wreck and the amount of metal will gradually decrease as it is added to your econ?
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jackalope
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Post by jackalope »

I've always thought reclaiming should be gradual.
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TradeMark
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Post by TradeMark »

BigSteve wrote:Sorry but if your comm gets nuked on game ends then you deserve to lose, a comm shouldnt survive a nuke! why? because its a god damn NUKE!
Is it that fun to win with a single nuke? No...

Nukes are boring afterall, good that it doesnt kill by once.
Lippy
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Joined: 16 Jul 2006, 00:24

Post by Lippy »

Moving to a new topic....

Doesn't anyone think the mercury makes air battles boring and nearly obsolete? The missiles are ridiculously powerful, the range can span nearly the entire area of 8x8 maps and there aren't exactly the most expensive thing in the game.

This weapon also makes the infamous guardian creep in OTA, much simpler in AA, as any air assault will be abruptly stopped the far reaching missiles.
[I know people will start saying that any player without a good mobile force is not very good etc...]

Also, if you manage to build these close enough to their base. All new aircraft will be shot as soon as they are produced.... not very fun is it


I reckon the inclusion of this weapon in AA should be reconsidered. Air should be countered with air, just like most ground units are countered with ground units. In fact one can gain air superiority without even building an aircraft plant. This is a more realistic (lol: realistic in TA) but more importantly fun.
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Soulless1
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Post by Soulless1 »

Lippy wrote:Moving to a new topic....

Doesn't anyone think the mercury makes air battles boring and nearly obsolete? The missiles are ridiculously powerful, the range can span nearly the entire area of 8x8 maps and there aren't exactly the most expensive thing in the game.

This weapon also makes the infamous guardian creep in OTA, much simpler in AA, as any air assault will be abruptly stopped the far reaching missiles.
[I know people will start saying that any player without a good mobile force is not very good etc...]

Also, if you manage to build these close enough to their base. All new aircraft will be shot as soon as they are produced.... not very fun is it


I reckon the inclusion of this weapon in AA should be reconsidered. Air should be countered with air, just like most ground units are countered with ground units. In fact one can gain air superiority without even building an aircraft plant. This is a more realistic (lol: realistic in TA) but more importantly fun.
they fire like once every 10 seconds...plus, 8x8 maps aren't exactly the standard size these days.
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Cabbage
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Post by Cabbage »

Longer than 10 seconds, and aslong as you don't move your air units in tightly packed swarms, you shouldn't have anything to fear.....

If you set a lvl 1 air factory waypoint over the enemy base and repeat build peepers, or send a group of peerpers just before any air assult, you shouldnt have any problems....

Mercuries/screamers are fine, and they are quite expensive.
Egarwaen
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Post by Egarwaen »

Lippy wrote:Also, if you manage to build these close enough to their base. All new aircraft will be shot as soon as they are produced.... not very fun is it
Peepers. They've got flares, so unless your enemy's got other missile defence far out, you can usually waste two Mercury missiles on a single Peeper.
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Snipawolf
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Post by Snipawolf »

What flares?
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Pxtl
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Post by Pxtl »

Snipawolf wrote:What flares?
Peepers and Radar planes have flares - this means that some (not all) of the missiles targeting these units _will_ miss. I've put radar planes on patrol outside of an enemy base and they've dogdged a few mercuries indefinitely.
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Snipawolf
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Joined: 12 Dec 2005, 01:49

Post by Snipawolf »

Sweet, spam peepers on an air raid...

Say 10 peepers to 1 bomber? :P
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