Absolute Annihilation 1.5 - Page 11

Absolute Annihilation 1.5

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esteroth12
Posts: 501
Joined: 18 May 2006, 21:19

Post by esteroth12 »

yes, i understand that the arguing over comms has (mostly) ended... however, i have an idea. how about the comm has a faster raising laser, double xpgain rate (as Caydr said, from the nerfed so its really 50x slower), normal LLT power in its laser, and the DGUN has range of HLT. HOWEVER! the D-gun would now cost much more, maybe 20k E? this way, the d-gun is (almost) never used in early game, as you are killing your energy... for comparison, thats enough energy for over 20 flashes

EDIT: Sorry, I truncated a 0 off of the number; it was suppossed to be 20K. I was trying to aim high so that it would have to get buffed, not nerfed. However, now that I think about it, its probably pointless (and allows abuse) of having a larger range. No one's going to read this, anyway, though, right? :P
Last edited by esteroth12 on 01 Jun 2006, 00:32, edited 2 times in total.
Leaderz0rz
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Joined: 07 Feb 2006, 21:35

Post by Leaderz0rz »

Min3mat wrote:yeah...of course...
air IS better for surprises but AIR SCOUTS are USEFUL TO THE EXTREME
SCOUT his ATTACK
if it has AA attack the AA with land units then pummel it (or just take ou the assault units not the AA)
if it doesnt have AA ATTACk and you will find it very USEFUL
Leaderzorz? or teh n00bz0r5?
I guess I should of went into more detail in my post..Air is useful for scouting and attacking unguarded areas..but if you do a big attack and don't manage to cripple your opponent enough to defeat them with a ground attack then the odds are they are going to put up alot of air defenses afterwards and mix in AA units which will destroy your chances of doing another air attack. Maybe I am a noobz0rz as you want to put it Min3Mat but I still don't see the addition of lvl2 AA kbots really changing much.
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Neddie
Community Lead
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Post by Neddie »

BigSteve wrote:however armcloakables are in fact pretty useless, I dont see a mex where I expect one? press f4? oh looky its a cloaked extractor... time to force fire the old weepees
^^
maybe if they could somehow cloak the fact they are extracting on the metal map would maybe make them a little bit more useful,
I agree there, I play Arm much of the time and cloakables are really only useful when playing newer players... or drunk ones.

Now...

Flashes should remain nerfed, on a side note. People are trying different things these days- diversity in game play leads to superior games.

L2 AA Kbots look perfectly logical to me.
Konane
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Joined: 27 Jan 2006, 13:07

Post by Konane »

esteroth12 wrote:yes, i understand that the arguing over comms has (mostly) ended... however, i have an idea. how about the comm has a faster raising laser, double xpgain rate (as Caydr said, from the nerfed so its really 50x slower), normal LLT power in its laser, and the DGUN has range of HLT. HOWEVER! the D-gun would now cost much more, maybe 2k E? this way, the d-gun is (almost) never used in early game, as you are killing your energy... for comparison, thats enough energy for over 20 flashes
How about not? D-gun HLT range? And some shoulder cruise missile launcher as well, i think.

What exactly are the new unarmed k-bots good for besides drawing fire at them?
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Min3mat
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Post by Min3mat »

SCOUTING HEAVILY DEFENDED AA AREAS
ffs the noobs are really getting on my nerves
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Nemo
Spring 1944 Developer
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Joined: 30 Jan 2005, 19:44

Post by Nemo »

BigSteve wrote:however armcloakables are in fact pretty useless, I dont see a mex where I expect one? press f4? oh looky its a cloaked extractor... time to force fire the old weepees

What if they stunned units in a large radius around them when they blew up (I think they do already, but in a very small radius)? Or how about a very high impulse explosion that hurled the unit that attacked it far away?

If they looked exactly like normal mexes, it could be a neat thing.
Kixxe
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Joined: 14 May 2005, 10:02

Post by Kixxe »

however armcloakables are in fact pretty useless, I dont see a mex where I expect one? press f4? oh looky its a cloaked extractor... time to force fire the old weepees

They're as usefull as exploiters for frontline protection. If your gonna build a mex ON the spot, sure, but are you guys srsly pressing F4 to see if there are no clocked mexxes on that spot? I've seen em used by my WarC allies sevral times, and they've been mostly untouched where normal mexxes and exploiters would be killed in a matter of minutes. And this is not fighting total noobs here.
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Neddie
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Post by Neddie »

Hey, each of us can only speak from experience. I have had a few matches with experienced players where they kept them running cloakables for early sustainable distant metal expansion... but on the whole, it's just not a winning move. I f4 all the time, myself.
jellyman
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Joined: 13 Nov 2005, 07:36

Post by jellyman »

What should the balance for air power be? Is it a bad thing that building an air factory first seems to be almost totally unviable? Is it a problem that many decent players (or slightly less noobish noobs to the min3mats of the world ;) ) routinely play an entire game without building an air plant, and still manage to be competetive?
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Zenka
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Post by Zenka »

I play without an air field most of the time. It's not that it's to weak or so.
(not at all, a few bombers or brawlers can do a lot). It just doesn't fit my current stratagy.

As for air first. in the old old OTA balace, air con ships are the most expencive and build the slowest. It has always been that way.
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Min3mat
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Post by Min3mat »

lol jellyfish =)
air is far from weak (most players wont get AA early enough, and those who do with a bit of effort and maneuering around the AA you scouted with your peepers, it is still viable to go for their plant/con/UNSPACED ECONOMY!!111
=)
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Machiosabre
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Post by Machiosabre »

people who think air is weak is usually stuck in the brawlers should kill everything mindset which is just wrong, bombers are the superior air unit and tons harder to defend against.
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Cheesecan
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Post by Cheesecan »

Machiosabre wrote:people who think air is weak is usually stuck in the brawlers should kill everything mindset which is just wrong, bombers are the superior air unit and tons harder to defend against.
Yup but gunships have superior resistance to antiair.
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Machiosabre
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Post by Machiosabre »

only the advanced ones and still not vs fighters because strat bombers cary ati air around.
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krogothe
AI Developer
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Joined: 14 Nov 2005, 17:07

Post by krogothe »

esteroth12 wrote: how about the comm has a faster raising laser, double xpgain rate (as Caydr said, from the nerfed so its really 50x slower), normal LLT power in its laser, and the DGUN has range of HLT. HOWEVER! the D-gun would now cost much more, maybe 2k E? this way, the d-gun is (almost) never used in early game, as you are killing your energy... for comparison, thats enough energy for over 20 flashes
Are you guys really completely mentally retarded or are you just pretending to be?
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Zenka
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Post by Zenka »

krogothe wrote:Are you guys really completely mentally retarded or are you just pretending to be?
No, not everyone. Just the ones we ignore or deemed useless
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Day
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Post by Day »

what! are you telling me flashes dont cost 100E?








:lol:
esteroth12
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Joined: 18 May 2006, 21:19

Post by esteroth12 »

krogothe wrote:
esteroth12 wrote: how about the comm has a faster raising laser, double xpgain rate (as Caydr said, from the nerfed so its really 50x slower), normal LLT power in its laser, and the DGUN has range of HLT. HOWEVER! the D-gun would now cost much more, maybe 2k E? this way, the d-gun is (almost) never used in early game, as you are killing your energy... for comparison, thats enough energy for over 20 flashes
Are you guys really completely mentally retarded or are you just pretending to be?
and why would this be a bad idea? explain that to me so i can argue my point... and besides, those are example values... you can keep the range at an LLT, raise the cost, whatever... I would like something to argue against, because as it is now, all you're going to do is provoke a flamewar...
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Min3mat
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Post by Min3mat »

esteroth. go. away.
the coms weapon is a dgun. it is not going to change because of some noobs pipedream, go make your own mod ffs.
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Machiosabre
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Post by Machiosabre »

esteroth12 wrote:
krogothe wrote:
esteroth12 wrote: how about the comm has a faster raising laser, double xpgain rate (as Caydr said, from the nerfed so its really 50x slower), normal LLT power in its laser, and the DGUN has range of HLT. HOWEVER! the D-gun would now cost much more, maybe 2k E? this way, the d-gun is (almost) never used in early game, as you are killing your energy... for comparison, thats enough energy for over 20 flashes
Are you guys really completely mentally retarded or are you just pretending to be?
and why would this be a bad idea? explain that to me so i can argue my point... and besides, those are example values... you can keep the range at an LLT, raise the cost, whatever... I would like something to argue against, because as it is now, all you're going to do is provoke a flamewar...
It's just so far out there that it's obvious you didn't think it through at all. I mean Dgun with Hlt range would rip up entire maps, and 2k E is still barely anything, also one of the main reasons we have a dgun is to stop early game rushes not to stop anything that doesn't outrange a Hlt in a heartbeat.
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