
Absolute Annihilation 2.23
Moderator: Moderators
Translated to spring for raneti: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?
a: Start playing real maps
b: Continue doing whatever it is you do and don't complain
c: Make your own damn mod.
- Deathblane
- Posts: 505
- Joined: 01 Feb 2006, 01:22
Sniper bug's fixed.
Anything I missed?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
well u tell Caydr how to code that and he'll gladly implement it im sure
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?

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

Close enough...

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.