Complete Annihilation Beta 1 released! - Page 2

Complete Annihilation Beta 1 released!

Discuss game development here, from a distinct game project to an accessible third-party mutator, down to the interaction and design of individual units if you like.

Moderator: Moderators

User avatar
zwzsg
Kernel Panic Co-Developer
Posts: 7052
Joined: 16 Nov 2004, 13:08

Post by zwzsg »

KDR_11k wrote:I've never played it but the screenshots look good so the gameplay must suck.
Quoted For Deep Truth!
User avatar
iamacup
Posts: 987
Joined: 26 Jun 2006, 20:43

Post by iamacup »

KDR_11k wrote:You mean "adds porc" by making the area impassable...

Also this mod obviously plays like crap. I've never played it but the screenshots look good so the gameplay must suck because no human or team could possibly balance a mod while still making it look good.
added to topic of CA... wonder how long it will stay there :P
User avatar
Foxomaniac
Posts: 691
Joined: 18 Jan 2006, 16:59

Post by Foxomaniac »

Thread control to Troll Central :

Prepare thread for breakdown.

I repeat, prepare thread for breakdown!

Also this mod obviously plays like crap. I've never played it but the screenshots look good so the gameplay must suck because no human or team could possibly balance a mod while still making it look good.
LOL GUNDAM!

*waits for smoth*
User avatar
TheFatController
Balanced Annihilation Developer
Posts: 1177
Joined: 10 Dec 2006, 18:46

Post by TheFatController »

CA is the most fun annihilation variant i've played so far, I recommend any BA players who fancy a change to give it a serious try 8)
User avatar
Relative
Posts: 1371
Joined: 15 Oct 2006, 13:17

Post by Relative »

I like how the bulldogs rate of fire was reduced and supplemented with that new rapid fire laser tank.
User avatar
Foxomaniac
Posts: 691
Joined: 18 Jan 2006, 16:59

Post by Foxomaniac »

Relative wrote:I like how the bulldogs rate of fire was reduced and supplemented with that old rapid fire laser tank.
Fix'd.

Mumbo was revived from the AA junkyard! :P.
User avatar
quantum
Posts: 590
Joined: 19 Sep 2006, 22:48

Post by quantum »

iamacup wrote: these are all just poor mans AA's (CA, BA, GayA)
CA is better, proven fact!
Relative wrote: Hmmmm... Does anyone else think that the"Terra-forming"/craters caused by plasma weapons is a tad much. After a quick skirmish the area is very difficult to pass and sometimes almost rendered unusable.
Go easy on the heavy artillery, or you'll need to use Kbots in your next attack :)
Zenka wrote: ps, you could use the core silencer remake
It will be in the next version :D
User avatar
Relative
Posts: 1371
Joined: 15 Oct 2006, 13:17

Post by Relative »

quantum wrote:
Relative wrote: Hmmmm... Does anyone else think that the"Terra-forming"/craters caused by plasma weapons is a tad much. After a quick skirmish the area is very difficult to pass and sometimes almost rendered unusable.
Go easy on the heavy artillery, or you'll need to use Kbots in your next attack :)
I'm not just talking about the arty, I'm taking about normal offensive units like the stumpy tank and others. Another example is when you place a Bulldog and Goliath against each others. Two hits from the Goliath and the bulldog is stuck in a hole :P
User avatar
rattle
Damned Developer
Posts: 8278
Joined: 01 Jun 2006, 13:15

Post by rattle »

Whose hole?
User avatar
Relative
Posts: 1371
Joined: 15 Oct 2006, 13:17

Post by Relative »

rattle wrote:Whose hole?
Yo mamma
User avatar
rattle
Damned Developer
Posts: 8278
Joined: 01 Jun 2006, 13:15

Post by rattle »

is so ugly, the sea returns each 12 hours to see if she perished.
User avatar
Boirunner
Kernel Panic Co-Developer
Posts: 811
Joined: 05 Feb 2007, 14:24

Post by Boirunner »

just posting to say that CA is the best thing ever and that watching laser towers actually shoot lasers instead of starwars-type whatever rocks. Also Thuds really feel like artillery now, and many other things just feel good. It may need some more work, but CA will prevail. I am officially a Fanboi as of now.

Fanboi status cancelled until Fox stops spamming cloggers exclusively in team games :(
User avatar
Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Post by Forboding Angel »

Fox, do you want my opinions?

I know you and I have talked extensively to a degree about stuff, and I would prefer not to just unload.

Nutshell:
In many ways I am extremely impressed, in other ways (the more important ones) I'm really disappointed.

BTW, it's obvious, but almost all of the effects look freaking great :P
User avatar
det
Moderator
Posts: 737
Joined: 26 Nov 2005, 11:22

Post by det »

Forboding Angel wrote:Fox, do you want my opinions?
Feel free to express your opinions here in the form of constructive criticism. It also helps to prefix your more harsh criticisms with "In my opinion", instead of stating them as absolute fact :-)
User avatar
Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Post by Forboding Angel »

The ones I would be stating are fact.

Ones that affect gameplay. The reason I specifically ask fox is that he and I have been in contact off and on for quite some time now concerning CA.
User avatar
Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Post by Forboding Angel »

Oh boy...

There is some huge imba here. I won't go into detail for the sake of gameplay (some are sure to figure it out though).

I suppose what I'll do is propose changes in the form of small mutators (with documented changes) and pm them to fox or quantum.

I've already found one imbalance that has been present since the early days of AA, it's truly amazing that no one ever picked up on it.
User avatar
Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Post by Forboding Angel »

Ok, I've done some testing now, and things are working as I had planned. I'll have something soon as well as a rather large read of how, why, and where stuff I'm doing helps gameplay, etc.


You guys did a hell of a lot of things right in CA. A hell of a lot of things are great. There are just some things that seem to have been overlooked.

As I said, I'll have a full workup for you soon (and most of the grunt work will already be done for you, so that's kinda nice :P).
User avatar
MR.D
Posts: 1527
Joined: 06 Aug 2005, 13:15

Post by MR.D »

Mobile dt & Dragons teeth being unreclaimable & uncrushable = complete fail.

Other than that, it plays nice.
User avatar
iamacup
Posts: 987
Joined: 26 Jun 2006, 20:43

Post by iamacup »

cloggers IS OP!!!!!

ITS LIKE WEAZEL IN 2.23 OR WOTEVER IT WAS!

PROFF THIS MOD SUXXXXX!!!!
User avatar
quantum
Posts: 590
Joined: 19 Sep 2006, 22:48

Post by quantum »

Uh oh, kwik, nerfstix!

Its fixed in the SVN.

Only mobile DT were irreclaimable.
Post Reply

Return to “Game Development”