Absolute Annihilation 2.11 - Page 92

Absolute Annihilation 2.11

All game release threads should be posted here

Moderator: Moderators

Locked
Torrasque
Posts: 1022
Joined: 05 Oct 2004, 23:55

Post by Torrasque »

It frutrating to attack a gaat, to reduce it to 150 pv, the you come 100 sec later with 4-5 units to finish hime and ... 1000 hp! arg ...

But I love units wich are healing fast : you can quicker reattack if you attack fail, it force you to save your unit, instead of making camikaze attack.

Perhaps have the autohealing after 2 min for moving unit, and 6 min for building ?
User avatar
Acidd_UK
Posts: 963
Joined: 23 Apr 2006, 02:15

Post by Acidd_UK »

Caydr wrote:So, what sounds like a good time before autorepair kicks in? I was thinking either 300 or 600 (5 minutes or 10 minutes, respectively). Don't try and veto this, because it's happening. It's how it was in OTA AA, and OTA AA wasn't nearly so porc-happy.
I'd say it's ok as it is - but what are the current figures? I'vre nver seen bigger units (T2 stuff) autohealing at anything like a significant rate, though maybe for tech 1 it's more important. If you could give us some example numbers Cadyr, then it would be easier to see what people are talking about in terms of % changes...
User avatar
Acidd_UK
Posts: 963
Joined: 23 Apr 2006, 02:15

Post by Acidd_UK »

Torrasque wrote:Perhaps have the autohealing after 2 min for moving unit, and 6 min for building ?
This seems like a nice idea - keeps the excessive micro on your army low, while making you work harder if you insist on porcing...
Kixxe
Posts: 1547
Joined: 14 May 2005, 10:02

Post by Kixxe »

I like 3 minutes.. seems fine to me. Then random units forgotten will be repaired, but units 2 meters near the enemy will take some time, so if you really want them to be safe, you have to fall back even more.

Edit: OHHH! I know! Set it at 5 and decese the amount of time it takes to heal! :D
Hellspawn
Posts: 392
Joined: 24 Feb 2006, 11:54

Post by Hellspawn »

Torrasque wrote:It frutrating to attack a gaat, to reduce it to 150 pv, the you come 100 sec later with 4-5 units to finish hime and ... 1000 hp! arg ...
That encourage tactic and not just blindly rushing.
Kixxe
Posts: 1547
Joined: 14 May 2005, 10:02

Post by Kixxe »

Hellspawn wrote: That encourage tactic and not just blindly rushing.
Care to elaborate?
chlue
Posts: 101
Joined: 28 Dec 2005, 20:48

Post by chlue »

bites a big chunk out of his table

I begin to really hate the way this thread goes in the last days. Please stop repetitionposting stupid ideas at around 100 posts per minute.

When I see, that people argue, that a peewe is repaired after 1min and can start another attack, arrrggg. If the emeny really can't defend against some tiny unit striking once per minute, he deserves to die.
40min to fully autoheal a lvl2 unit? I am quite sure most good games end before 40min.
...

I personally think it would be interessting to have factorys with double buildspeed, but the abbility to assist them with units removed, or all kinds of metalgenerators removed, but this woud be another kind of game. If you guys want your personal mod, then MAKE IT.

I begin to wonder if some of you guys simply want another mod, but know they will never get players to try it. So they instead try to drag aa in this direction and take the mass of the players with them.

For the autorepair thing:
I agree with Kixxe. 3min could work; more will make it quite useless. In addition it would be good if units with more hitpoints will heal a bit faster. (They have to take considerable longer to repair than a weak unit, but currently for big units the speed is way to slow to be usefull)
Kixxe
Posts: 1547
Joined: 14 May 2005, 10:02

Post by Kixxe »

Also, this is proably the engine fault, but non-gunship planes dosen't leave to repair at autorepair untill finished with their orders...
User avatar
Pxtl
Posts: 6112
Joined: 23 Oct 2004, 01:43

Post by Pxtl »

Imho, 2 minutes delay, and have the autorepair scaled to be proportional to their health such that 5 minutes of inactivity leads to full repairs.
Hellspawn
Posts: 392
Joined: 24 Feb 2006, 11:54

Post by Hellspawn »

Kixxe wrote:
Hellspawn wrote: That encourage tactic and not just blindly rushing.
Care to elaborate?
Sure. Maybe I should off pick words better, but here it is. If enemy base units do not heal, the best tactic is just to keep atacking, stacking units and prepare them for atack is less useful. It would also IMO reduce importance of secondary units like artilary, why would I wonder with artilary if I can just spam with gators, they will soon or later break defence as long as I am bringing them forward, and con with them to reclaim metal from dead units. Game would change from mass atacks for example every 5min to constant atack. Of course some people might prefer that, but I rather see bigger groups atacking each other <_<.

Of course change might not be so radical.
Kixxe
Posts: 1547
Joined: 14 May 2005, 10:02

Post by Kixxe »

... prbly not.

First, sending in units in smaller groups won't EVER be usefull. This just means that they die faster and that less time is spent on acullcy attaking the unit. A bigger force is always stronger.Secondry units will still be usefull. The gators still die, the artillery dosen't. Regardless, this would only happen if you don't have a support con near the defences.
Egarwaen
Posts: 1207
Joined: 27 Feb 2006, 21:19

Post by Egarwaen »

Kixxe wrote:Regardless, this would only happen if you don't have a support con near the defences.
Support cons are usually the first thing to die when any kind of artillery opens up. A couple solid near-misses and they go flying.
BoredJoe
Posts: 139
Joined: 03 Mar 2006, 01:37

Post by BoredJoe »

Caydr wrote:I'm probably going to lengthen the time a unit has to be idle before autorepair kicks in (except in special cases like commander) by quite a bit. IMO it's a major factor in encouraging porcing - you attack and your opponent hasn't even got to do anything and in a minute or two everything you spent your entire army on will be at 100% HP again, having also gained XP. Meanwhile your army is gone and you have to rebuild. Even assuming your army was back to top condition in 60 seconds, your opponent would already be a good ways along repairing all his structures without having lifted a finger.

So, what sounds like a good time before autorepair kicks in? I was thinking either 300 or 600 (5 minutes or 10 minutes, respectively). Don't try and veto this, because it's happening. It's how it was in OTA AA, and OTA AA wasn't nearly so porc-happy.
what? how does lengthening autorepair discourage porcing?? surely nerfing it will encourage porcing by making units worse!

i don't understand what you're saying the first paragraph...it makes little sense...please explain "you attack and your opponent hasn't even got to do anything and in a minute or two everything you spent your entire army on will be at 100% HP again, having also gained XP. Meanwhile your army is gone and you have to rebuild. Even assuming your army was back to top condition in 60 seconds, your opponent would already be a good ways along repairing all his structures without having lifted a finger."
User avatar
LathanStanley
Posts: 1429
Joined: 20 Jun 2005, 05:16

Post by LathanStanley »

Thank you Cadyr, hopefully there is a mediation or a middleground to reach that makes everyone happy.
User avatar
Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Post by Forboding Angel »

I say 10 minutes, then a Fast repair.

Also, I think it would be advantageous is Autoheal on buildings was removed altogether. It's not that difficult to set a con to patrol in your base if it matters that much to you.
BoredJoe
Posts: 139
Joined: 03 Mar 2006, 01:37

Post by BoredJoe »

Forboding Angel wrote:I say 10 minutes, then a Fast repair.

Also, I think it would be advantageous is Autoheal on buildings was removed altogether. It's not that difficult to set a con to patrol in your base if it matters that much to you.
i think autoheal on buildings should be nerfed a lot, but why assulting stuff?? it barely makes a difference to attacks, assault units would get what 40hp from autoheal from attacking...they'd get more from exp tbh, but if i'm pulling a big group of units back i don't want to have to spend a year repairing each unit to full health, i'd rather autoheal kick in and only need to repair relatively few. A minute sounds fair for autoheal to kick in.
User avatar
Cabbage
Posts: 1548
Joined: 12 Mar 2006, 22:34

Post by Cabbage »

reduced autoheal for building, but not removed i can live with. And a slightly longer timer for units, say a minute or two i can live with.

but waiting 5 minutes for it to kicking it just stupid. it will make games slower and add mindless tedium having to assign cons to repair everything.

nothing needs changing tbh, but as usual caydr has been influenced by people who dont even play the game...

I've never posted a single suggestion in the EE thread, and i play it as often as you play AA forboding - once in a blue moon.
User avatar
Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Post by Forboding Angel »

Cabbage wrote:I've never posted a single suggestion in the EE thread, and i play it as often as you play AA forboding - once in a blue moon.
Oh and I never played AA with great regularity... ever. OH WAIT! I did for about a 8 months straight.

Therefore your comparison just kinda falls apart. You have never played EE enough to become good/(above average) at it, Inversely In AA I don't exactly suck by any stretch of the imagination. I'm actually better at AA now than I was, oddly, because the practices I use in EE work really well in AA.

However... AK farming is a temptation that is way too hard to resist at times ;p
User avatar
LathanStanley
Posts: 1429
Joined: 20 Jun 2005, 05:16

Post by LathanStanley »

Cabbage wrote:reduced autoheal for building, but not removed i can live with. And a slightly longer timer for units, say a minute or two i can live with.

but waiting 5 minutes for it to kicking it just stupid. it will make games slower and add mindless tedium having to assign cons to repair everything.

nothing needs changing tbh, but as usual caydr has been influenced by people who dont even play the game...

I've never posted a single suggestion in the EE thread, and i play it as often as you play AA forboding - once in a blue moon.

I actually differ on the "longer" game viewpoint..

with defenses dieing more often and easier, tanks not living as long (to careless players) etc... I see games going faster, being faster paced, and not drawing out as long...

hopefully this is a truth, a 2+ hour skirmish is ruidiclious.... they should never cross a 2 hour mark, ever.
User avatar
LordMatt
Posts: 3393
Joined: 15 May 2005, 04:26

Post by LordMatt »

Lathan: Just curious if you managed to play any games of the current version of AA, 1v1 or 2v2 against good people in between all that posting of the last few days? If not, why do you bother posting?
Locked

Return to “Game Releases”