Absolute Annihilation 2.11
Moderator: Moderators
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 ?
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 ?
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...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.
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)
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)
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 <_<.Kixxe wrote:Care to elaborate?Hellspawn wrote: That encourage tactic and not just blindly rushing.
Of course change might not be so radical.
... 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.
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.
what? how does lengthening autorepair discourage porcing?? surely nerfing it will encourage porcing by making units worse!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.
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."
- LathanStanley
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- Forboding Angel
- Evolution RTS Developer
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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.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.
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.
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.
- Forboding Angel
- Evolution RTS Developer
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Oh and I never played AA with great regularity... ever. OH WAIT! I did for about a 8 months straight.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.
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
- LathanStanley
- Posts: 1429
- Joined: 20 Jun 2005, 05:16
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.