Absolute Annihilation 2.23 - Page 14

Absolute Annihilation 2.23

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Cabbage
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Joined: 12 Mar 2006, 22:34

Post by Cabbage »

Cheers :P
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Candleman
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Joined: 08 Sep 2005, 07:30

Post by Candleman »

Pxtl wrote:a: start using an oven instead of a car
b: just do it anyways accepting that your food will taste slightly of motor oil.
c: start designing a modified car with an engine block that doesn't make the food taste like motor oil.

K?
Translated to spring for raneti:

a: Start playing real maps
b: Continue doing whatever it is you do and don't complain
c: Make your own damn mod.
raneti
Posts: 148
Joined: 21 Sep 2006, 00:12

Post by raneti »

i just enjoy making 1337 kids making fools of themselfs, its so easy

you never lose when your right tough and i won't point out noobs

after all there is a reason testers exist, unlike fools :)
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Deathblane
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Post by Deathblane »

Dude, if you get kicks out of insulting people who spend their time and effort creating something for others to enjoy you really need to grow up. And possibly get laid.
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Caydr
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Post by Caydr »

Sniper bug's fixed.
Fixed Manticore buildpic
Reduced anti-air kbot HP by 200 (arm), 250 (core)
Annihilator health bar fixed properly
Core HLT is now as tall as arm HLT
Stumpy/Raider shot velocity increased by 20
Gremlin, Stumpy, Sharpshooter, Skuttle seismic ping size fixed
Commando weapon AoE halved
Goliath health increased by 500, weapon AoE increased to 256 (192)
Added the new units to armor table
Boosted bantha, penetrator BLoD strength
Increased penetrator range, decreased sharpshooter range
Annihilator aiming height increased
Juggernaut restore_after_delay script adjusted, adding its new
turrets
All units now have a small seismic signature, spies and other
stealthy/cloakable units have a larger one
Adjusted sonar and signt distances for torpedo launchers and L1/L1
sonar stations
Flash, Peewee reload time reduced to 0.3 (0.31)
Zipper reload time increased to 1.5 (1.1), damage per shot
increased to 15 (10), shots per burst increased to 6 (5)
Flash speed increased slightly, instigator speed reduced slightly
Peewee speed, HP increased, AK speed increased slightly, HP
decreased slightly
Flash, instigator HP reduced by 20, energy cost increased by 100
Penetrator speed reduced by 0.118, HP boosted by 500
Sniper speed increased by 0.04, metal cost reduced by 40, energy
cost reduced by 3000, HP reduced by 120
Sniper firing bug fixed
Commander script reverted to pre-2.2, with some modifications
Fighter damage vs. ground targets halved
Anything I missed?
Lippy
Posts: 327
Joined: 16 Jul 2006, 00:24

Post by Lippy »

Seems pretty good to me!

Apart from Sniper double nerf :(

You're probably right though, they are kinda powerful.


It also seems to me the fatboy may need a boost (especially when compared to the similarly priced sumo) but i'll do some testing tomorrow and post em up...
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BigSteve
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Post by BigSteve »

Give the gunships back their 2.11 stats? seeing as flak got a boost, mobile flak got a boost and we got 12 aa bots.
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LOrDo
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Post by LOrDo »

I want radars old ranges and LOS's back, they suck ass now.
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LordMatt
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Post by LordMatt »

Anything I missed?
Subs can't hit hovercrafts in AA though they could in OTA. This came as a nasty suprise to me today. :( Is there any reason for this?
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Fanger
Expand & Exterminate Developer
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Post by Fanger »

maybe the fact that it doesnt make sense, since the TA hovercraft are not physically in the water in any way..?
j5mello
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Post by j5mello »

i have never been able to attack hovers with subs. in fact ive used that to my advantage in games against people who spam subs...
raneti
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Joined: 21 Sep 2006, 00:12

Post by raneti »

maybe the fact that it doesnt make sense, since the TA hovercraft are not physically in the water in any way..?
perhaps lots of things make sense in your universe but in this one subs can remote detonate torpedoes; thats why in OTA everything made sense, twas made with a reality sense.
j5mello
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Post by j5mello »

well u tell Caydr how to code that and he'll gladly implement it im sure :roll:

really can we go one page without someone making a single snide remark? (and yes i realize my first statement ain't exaclty nice)

EDIT (to question his edit): Reality? What Reality? Last i checked, EMGs, Lasers, plasma cannons, and nanospray weren't real...

I have one humble request... when dealing with a TA based mod can we NEVER EVER EVER reference reality again?
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Fanger
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Post by Fanger »

He guess what reneti your a douche and I hope you die..

aside from that UNLESS stuff is actully in the water in spring it cant be shot at by water weapons (torpedos) so yeah.. go figure..
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LordMatt
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Post by LordMatt »

Fanger wrote:maybe the fact that it doesnt make sense, since the TA hovercraft are not physically in the water in any way..?
I think you could hit a hovercraft with a torpedo, they're right on the surface of the water. Regardless, its just one more thing that subs can't do that destroyers can.
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Fanger
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Post by Fanger »

but they arent right at the surface, they are above the surface..
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LOrDo
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Post by LOrDo »

Its possible technically to hit a hover with a torpedo, but I like it better that they dont.
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Ishach
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Post by Ishach »

who cares about realism, hovers dont need to be any weaker :/
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LordMatt
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Post by LordMatt »

Fanger wrote:but they arent right at the surface, they are above the surface..
Image

Close enough... :roll: if you were on one and a torpedo was coming at you, would you feel safe?

The point is, what are subs better at than destroyers? There's nothing at the moment, and there are plenty of things that they are worse at, even with the recent changes. Given hovers' speed they would still suck at killing them, but at least they would get a hit or two in (especially if the hovers stopped). Nor would hovers really be made any worse by this (in the right hands). I was just irritated that I couldn't kill STATIONARY hovers with a sub, when this was possible in OTA, and for once I built a sub when I would normally make a destroyer, just to try something different.

Maybe subs need another cost reduction...
Edit: rather maybe subs need a range increase, so that they can attack fleets or water bases outside the range of torpedo launchers and depth charges. Then you would have to send your own subs and destroyers out to kill them, rather than being able to rely on torpedo launchers or passive depthcharges from your fleet. Another thing that really hurts subs is that they cannot target things effectively that they don't have LOS on. If the radar/sonar targeting inaccuracy is mod definable, maybe it should be lowered for sonar so that subs can hit stationary things effectively even if they are just sonar targeting.

The point is, 600metal is a lot to spend on a unit that isn't really good at anything, and in a competative game losing a 600 metal sub without doing much damage is too much of a risk. It's far better to just make destroyers that are far more versitile (and easier to micro so you don't lose them).
Last edited by LordMatt on 09 Oct 2006, 08:31, edited 1 time in total.
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MR.D
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Post by MR.D »

Subs are better at "not getting raped" by airpower untill Torpedo bombers come into play.
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