Absolute Annihilation 2.11
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- Machiosabre
- Posts: 1474
- Joined: 25 Dec 2005, 22:56
I dont know how much the use the core moho gets out of closing though, it does take half damage but it already has 500 hp less to start with, but I could care less about that if they would just have the same cost and buildtime, if anything the core moho should cost less than the arm one with this new stuff.Quote:
Arm moho metal extractor can now cloak for 50 energy and is always radar-invisible; description changed to reflect this
Now that's interesting... Out of curiousity, were people right about the Core Moho's "hunker down" ability? If so, this seems like a good trade-off.
Should have a few more things to add to that list by tonight, I got out of working today.
The artillery change is still being tweaked. Upon testing, I've decided they're now severely overpowered. A group of 10 peewees was decimated by 3 artillery units before even getting into range.
What's probably going to happen is, I'll set them to high trajectory only but have their shot velocity tweaked so that it is effectively shooting low trajectory when at maximum range. As units get closer, it'll become less and less effective since it'll be aiming further UP rather than further DOWN. In other words, it's shooting way high up rather than right into your peewee's face when the peewee is 200 units away.
The way this is going, 2.2's changelog is going to be COLOSSAL. Bigger than 1.43's even.
Also, can anyone explain to me where you're getting this statistic for Flash's damage per second? If I remember right, you said it was 80-something? You're way off, it's 106.5.
Do the calculation like this:
1 / 0.31 x 3 x 11
1 is the one second for DPS
0.31 is the reload rate
3 is the number of shots per burst
11 is the damage per shot
=106.45
The artillery change is still being tweaked. Upon testing, I've decided they're now severely overpowered. A group of 10 peewees was decimated by 3 artillery units before even getting into range.
What's probably going to happen is, I'll set them to high trajectory only but have their shot velocity tweaked so that it is effectively shooting low trajectory when at maximum range. As units get closer, it'll become less and less effective since it'll be aiming further UP rather than further DOWN. In other words, it's shooting way high up rather than right into your peewee's face when the peewee is 200 units away.
The way this is going, 2.2's changelog is going to be COLOSSAL. Bigger than 1.43's even.
Also, can anyone explain to me where you're getting this statistic for Flash's damage per second? If I remember right, you said it was 80-something? You're way off, it's 106.5.
Do the calculation like this:
1 / 0.31 x 3 x 11
1 is the one second for DPS
0.31 is the reload rate
3 is the number of shots per burst
11 is the damage per shot
=106.45
Last edited by Caydr on 24 Aug 2006, 18:28, edited 1 time in total.
Directly from the files:Caydr wrote:There's a list on page 112, and I'll be posting an updated one in the near future.
Yeah, Egaragwen, you're crazy.egarsomething wrote:EMG DPS: 89.0323
EMG DPS: 106 (Used for both PeeWee and Flash)
AK DPS: 79
Instigator DPS: 107
The numbers I was using earlier were from Krogothe's files. Apparently they aren't as accurate as I thought they were. Unless he can explain how he gets them, I think they're probably best considered worthless. Still shows that there's an issue of some kind here, though.
You removed HP from Recluse. Noes! 
Recluse HP was fine; they were papeweights for L2 as was.
I just wanted to point this out:
This is significant because
1) rAndy is currently one of the top, if not THE top, player in Spring AA.
2) He never posts, so he must feel strongly about this.
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Gunship changes arent necessary caydr; they're simply not a problem. Again, people tend to be retards and not know how to deal with them; simple as that. Why change if its not the mod's issue, but the player's issue?
Also, what are the ranges for flash, gator, and dmg/sec? Gators have longer range but slightly lower dmg/sec, right? They shouldnt have more than 10 dmg/sec less; it adds up quickly in large insti/flash swarms...

Recluse HP was fine; they were papeweights for L2 as was.
I just wanted to point this out:
PRO_rAndy wrote:All seem good but I disagree with the reduction in metal cost of 100 for the vehicle plant.
This is significant because
1) rAndy is currently one of the top, if not THE top, player in Spring AA.
2) He never posts, so he must feel strongly about this.
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Gunship changes arent necessary caydr; they're simply not a problem. Again, people tend to be retards and not know how to deal with them; simple as that. Why change if its not the mod's issue, but the player's issue?
Also, what are the ranges for flash, gator, and dmg/sec? Gators have longer range but slightly lower dmg/sec, right? They shouldnt have more than 10 dmg/sec less; it adds up quickly in large insti/flash swarms...
I just posted all their DPS.
For range, it's something like:
180 for Peewee 190 for Flash, 220 for AK, 230 for Gator
I'll test out the gunships, I haven't done so yet. I'll see how they work and possibly revert, dunno.
~~~
Nah, gunships are fine. They're a little slower and more ungainly, but I think it plays better.
For range, it's something like:
180 for Peewee 190 for Flash, 220 for AK, 230 for Gator
I'll test out the gunships, I haven't done so yet. I'll see how they work and possibly revert, dunno.
~~~
Nah, gunships are fine. They're a little slower and more ungainly, but I think it plays better.
Last edited by Caydr on 24 Aug 2006, 19:56, edited 1 time in total.