Absolute Annihilation 1.5
Moderator: Moderators
Simplest problem
Remove the damage reduction on sub-killers against the super-subs. It is the height of silliness. Sub-killer unit does half damage against the only sub worth shooting at.
http://ta-aa.sourceforge.net/modweb/wea ... RPEDO.html
Then see the damage list and notice that super-subs are in the "L3 Subs" category.
http://ta-aa.sourceforge.net/modweb/wea ... RPEDO.html
Then see the damage list and notice that super-subs are in the "L3 Subs" category.
- wizard8873
- Posts: 254
- Joined: 21 Jan 2006, 02:42
a lot of the unbalanced issues has been, imo, due to the fact that people rely on the same strategy and don't expand or don't back themselves up. i see people move up to the center of maps and have a base all the way back with resources scattered about and defense at the front. the second a unit gets in the back of their lines, they flame, whine say its unbalanced, or just quit. i had a game where i got one peewee behind the guys lines and started taking out all of his resources and structures. he whined saying i was playing unfair when he didn't build any defenses in his base.
i like AA now because it forces you to use different units to win. i usually have land, air, and sea, if theres water on the map, building and helping me out. sure its good to have dedicated people but if they're your units, you can help yourself a little.
one of the main things that annoy me is the fact that core has so many resource stuctures that have weapons on them where arm has either cloakable ones or ones that have a very small explosions radius. i understand core has gotten the shaft for a long time but theres just so many that its ridiculous. i like the idea but at the same time, resources are supposed to be defenseless to make it more of a risk to expand without defending your lines. for arm, once i get to lvl2, there seems to be a huge gap between the pitbull, which i never build because its too weak, and the annihilator. sure the popup cannon is there but it still feels like theres something missing there.
as for the AA kbots, i think they're a great add if they're not too strong. they should fall in right between the jethro and the phalanx. i've always had it that tanks are great for raw power and armor but poor manuveurability and kbots are great for manuveurability but take the hit in armor and firepower as a result of that.
i like AA now because it forces you to use different units to win. i usually have land, air, and sea, if theres water on the map, building and helping me out. sure its good to have dedicated people but if they're your units, you can help yourself a little.
one of the main things that annoy me is the fact that core has so many resource stuctures that have weapons on them where arm has either cloakable ones or ones that have a very small explosions radius. i understand core has gotten the shaft for a long time but theres just so many that its ridiculous. i like the idea but at the same time, resources are supposed to be defenseless to make it more of a risk to expand without defending your lines. for arm, once i get to lvl2, there seems to be a huge gap between the pitbull, which i never build because its too weak, and the annihilator. sure the popup cannon is there but it still feels like theres something missing there.
as for the AA kbots, i think they're a great add if they're not too strong. they should fall in right between the jethro and the phalanx. i've always had it that tanks are great for raw power and armor but poor manuveurability and kbots are great for manuveurability but take the hit in armor and firepower as a result of that.
Hmmmm... well, i can't argue with the facts, but then why does it take 6-7 shots to kill Krog with it instead of 3-4 in OTA? i tell you what, in a pinch, thos extra shots are the difference between life and death O_o;;Caydr wrote:I'll be completely honest with you. I don't remember exactly what my changes have been to Annihilators, but I'm pretty sure that I haven't weakened them. If anything I've made them stronger.
http://ta-aa.sourceforge.net/modweb/units_armanni.html
http://ta-aa.sourceforge.net/modweb/wea ... LATOR.html
The damage is now a whopping 5,000 per shot, and almost twice that against superweapons. That's compared with 2,500 in OTA. Goliaths now have nearly 6,000 HP, compared with something like 2000 in OTA.
Actually that's quite brilliant. That'd be a great joke unit ^^Sleksa wrote:mavericks should ride fidos.
Oh wait, Krog has more health now too... ::puts foot in mouth::
Can i PLEASE have my old flashes back tho???? with sugar on top? ^_^
havent you worked out that no one actually cares what it was like in ota yet? you dullard ^^Quanto042 wrote:Hmmmm... well, i can't argue with the facts, but then why does it take 6-7 shots to kill Krog with it instead of 3-4 in OTA? i tell you what, in a pinch, thos extra shots are the difference between life and death O_o;;Caydr wrote:I'll be completely honest with you. I don't remember exactly what my changes have been to Annihilators, but I'm pretty sure that I haven't weakened them. If anything I've made them stronger.
http://ta-aa.sourceforge.net/modweb/units_armanni.html
http://ta-aa.sourceforge.net/modweb/wea ... LATOR.html
The damage is now a whopping 5,000 per shot, and almost twice that against superweapons. That's compared with 2,500 in OTA. Goliaths now have nearly 6,000 HP, compared with something like 2000 in OTA.
Actually that's quite brilliant. That'd be a great joke unit ^^Sleksa wrote:mavericks should ride fidos.
Oh wait, Krog has more health now too... ::puts foot in mouth::
Can i PLEASE have my old flashes back tho???? with sugar on top? ^_^
Core has three (3) armed resource structures; the two exploiter mexes and the behemoth. The mexes are quite powerful, but cost a lot more than the unarmed versions and produce less metal. The behemoth can only be built be built on geo spots, and is once again very expensive. It also makes a sizeable explosion, whereas Arms lvl2 safe geo otuputs the same power....wizard8873 wrote:one of the main things that annoy me is the fact that core has so many resource stuctures that have weapons on them where arm has either cloakable ones or ones that have a very small explosions radius. i understand core has gotten the shaft for a long time but theres just so many that its ridiculous. i like the idea but at the same time, resources are supposed to be defenseless to make it more of a risk to expand without defending your lines.
Btw, exploiters get hammered by artillery and aircraft...
But what to counter the sub killer? :Oginekolog wrote:flash nerf was so needed... 144 reminded me of old OTA where games were all flash samson and MT spam. SOOOOO boring.. no lvl2 units etc.
About subs:
Subkiller torpedo needs 1400 (350 atm)damagae against lvl3 subs + homing torpedo. That way i might become sub killer at last.
- Machiosabre
- Posts: 1474
- Joined: 25 Dec 2005, 22:56
Kixxe wrote:But what to counter the sub killer? :Oginekolog wrote:flash nerf was so needed... 144 reminded me of old OTA where games were all flash samson and MT spam. SOOOOO boring.. no lvl2 units etc.
About subs:
Subkiller torpedo needs 1400 (350 atm)damagae against lvl3 subs + homing torpedo. That way i might become sub killer at last.
Surface ASW
Well, (and this is just a random thought, don't jump down my throat if you disagree) you could make the health of the subkiller bite. After all, If they did 1400 damage to super-subs, they'd kill them quickly, and subkillers already die to super-sub weaponry in a single shot. So if you give subkillers only 500 health (less than even L1 subs), even a destroyer (which costs much less than a subkiller) would wipe one out in 2-3 shots. Yes, 500 health is a pittance - but all sub weapons do way more than 500, except the L1 sub which is mindbogglingly nerfed vs. subkillers (only 60 damage).FireCrack wrote:Kixxe wrote:
But what to counter the sub killer? :O
Surface ASW
On the other hand, I'd worry about the blast radius from supersub torpedos demolishing them - it would take a lot of subkillers to bring down supersubs, even with the quadruple damage - after all, the supersubs outrange them and blow them away in a single torp. Still, the "1400 vs. ALL subs" thing would go a long way to fixing the supersub-oriented game into "subkillers kills subs, supersubs kill everything else".
The only catch is that subkillers also outrange most depthcharge launchers so even cruisers might have a bad day if the subkillers are micro'd.
Damnit I want to see an updated modweb. I'm going only by the old 1.46 modweb, which doesn't cover the changes to supersubs (I hear their range has increased).
just to clear things up, don't listen to a word quanto says, nice chap but utterly clueless:
http://www.gamereplays.org/community/in ... pic=105727
http://www.gamereplays.org/community/in ... pic=105727
- wizard8873
- Posts: 254
- Joined: 21 Jan 2006, 02:42
im sorry but thats not a counter imo. core can keep the stuff but give arm something more useful. apart from being a pain to kill since you have to force fire on metal spots, cloakable metal extractors are useless imo. i know cost is more but still, i dont think it evens out. imho, it would be better to deal away with the armed resource buildings and make things a little riskier. if you want your resources guarded, drop an LLT by them.Aun wrote:Core has three (3) armed resource structures; the two exploiter mexes and the behemoth. The mexes are quite powerful, but cost a lot more than the unarmed versions and produce less metal. The behemoth can only be built be built on geo spots, and is once again very expensive. It also makes a sizeable explosion, whereas Arms lvl2 safe geo otuputs the same power....wizard8873 wrote:one of the main things that annoy me is the fact that core has so many resource stuctures that have weapons on them where arm has either cloakable ones or ones that have a very small explosions radius. i understand core has gotten the shaft for a long time but theres just so many that its ridiculous. i like the idea but at the same time, resources are supposed to be defenseless to make it more of a risk to expand without defending your lines.
Btw, exploiters get hammered by artillery and aircraft...
- MrSpontaneous
- Posts: 242
- Joined: 09 Sep 2005, 22:39
on the contrary, I find cloakable metal extractors to be decently usful. many a time I have had my base attacked, and my extractors left intact because they were cloaked ^_^.
I do agree however that they are not as usful as the exploiters. Better mex types for arm seem reasonable. . .If core gets a few more units to even out its lack of lvl 1 options (arm has more vehicles and kbots than core does at level one how does that work??)
Not sure about this but they may have more at level two as well. . .have to check that. the only place I think they may be the same is level 3.
I do agree however that they are not as usful as the exploiters. Better mex types for arm seem reasonable. . .If core gets a few more units to even out its lack of lvl 1 options (arm has more vehicles and kbots than core does at level one how does that work??)
Not sure about this but they may have more at level two as well. . .have to check that. the only place I think they may be the same is level 3.
core mexes are fine, building armed extractors seriously hurts early expansion if youre not careful, they should prob take slightly more damage from emg weapons though, i know that was nerfed a bit ( please note i said slightly)
I do think the missile barrage from the exploiter maybe a little ott, I mean 1 barrage took out all but 1 of my group of 5 mavs, the last one was taken out by a peewee... oh the shame ^^
I do think the missile barrage from the exploiter maybe a little ott, I mean 1 barrage took out all but 1 of my group of 5 mavs, the last one was taken out by a peewee... oh the shame ^^