Absolute Annihilation 2.11
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If it was within my power, I'd restore the bertha walls, but they do not function properly in spring because of the way it handles collsions. Spheres and all that.
I'll appeal for a way to make shields impassible in either direction, in or out, when I've earned back some nagging privieleges. (I've been doing a lot of that lately)
In the meantime, do you really want me to remove shields? I'm willing. It'd certainly help towards the end of simplifying things.
I'll appeal for a way to make shields impassible in either direction, in or out, when I've earned back some nagging privieleges. (I've been doing a lot of that lately)
In the meantime, do you really want me to remove shields? I'm willing. It'd certainly help towards the end of simplifying things.
Count me in as one vote for "remove shields until they've developed further". Which isn't to say you shouldn't use shields anywhere within the game - just no more "big super base defense shield". Maybe putting a graphical-only shield on the flak-resistent gunship would be neat, or giving the Prude a small one, stuff like that.
Code: Select all
- New weapon tdf tag smartshield, 1=shield doesnt affect allies weapons
- New weapon tdf tag exteriorshield, 1=shield doesnt affect weapons fired from within shield
Can you try making the bertha walls units instead of features? I think buildings only collide with shots over their footprint, not all shots that enter their sphere. At least I don't know how else shots passing through fields marked as empty on the yardmap works. The sphere will attract mouse clicks which may be a problem though...
tbh I think the shields in 2.11 are just fine - they provide enough protection that you don't lose everything to a lucky shot, and they give you time to take out the offending LRPC, but they can't hold off any kind of serious attack for long by themselves 

Last edited by Soulless1 on 30 Aug 2006, 22:01, edited 1 time in total.
Hmm. While I was out today I was pondering other applications of shields for AA, rather than just using them as "The Big Anti-Bertha Deflector Shield"...
it occurred to me that there were a few fun tricks you could do with the shields on a smaller scale:
1) Anti-raider Armour. What's the fundamental difference between the raiders weapons adn the weapons of other L1 units? Raider weapons have negligible blast radius compared to rockos and hammers. So you capitalize on the bleedthrough and give your antiraider units (like, say, the Leveller) a shield with a radius just large enough that EMGs and laser-blasts don't bleedthrough. So you cut the health in half, and give it 2x the old health in shield-form. Thus, the leveller is doubly armoured against small, peppering blasts, but weak against high explosive weapons.
2) Substitute for combat Autoregen. Rather than giving the Goliath combat autoregen, why not give it a shield of moderate radius (small enough that it can be partially harmed by bleedthrough when fighting other heavy tanks) that regenerates rather quickly? Then you'd have some of that regen-effect, plus it could be used very effectively to screen for artillery/support units. As an assault unit it would be terrifying since most defenses and L1 units have small blast radius - you'd have to overwhelm the shield (so the shield health must still be moderately small for balance reasons) or use heavy tanks and landmines.
it occurred to me that there were a few fun tricks you could do with the shields on a smaller scale:
1) Anti-raider Armour. What's the fundamental difference between the raiders weapons adn the weapons of other L1 units? Raider weapons have negligible blast radius compared to rockos and hammers. So you capitalize on the bleedthrough and give your antiraider units (like, say, the Leveller) a shield with a radius just large enough that EMGs and laser-blasts don't bleedthrough. So you cut the health in half, and give it 2x the old health in shield-form. Thus, the leveller is doubly armoured against small, peppering blasts, but weak against high explosive weapons.
2) Substitute for combat Autoregen. Rather than giving the Goliath combat autoregen, why not give it a shield of moderate radius (small enough that it can be partially harmed by bleedthrough when fighting other heavy tanks) that regenerates rather quickly? Then you'd have some of that regen-effect, plus it could be used very effectively to screen for artillery/support units. As an assault unit it would be terrifying since most defenses and L1 units have small blast radius - you'd have to overwhelm the shield (so the shield health must still be moderately small for balance reasons) or use heavy tanks and landmines.
It's worth looking into... just... not right now 

I don't think so. From what I know of Spring, I think that the "exteriorshield" is only for the repulsor-type shield, not the hard shields. I could be wrong, but I'm pretty sure on this one.Aun wrote:Wouldn't these 2 tags with 0 values do it?Code: Select all
- New weapon tdf tag smartshield, 1=shield doesnt affect allies weapons - New weapon tdf tag exteriorshield, 1=shield doesnt affect weapons fired from within shield
- Forboding Angel
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You are incorrect. You should play EE more j/kCaydr wrote:It's worth looking into... just... not right now
I don't think so. From what I know of Spring, I think that the "exteriorshield" is only for the repulsor-type shield, not the hard shields. I could be wrong, but I'm pretty sure on this one.Aun wrote:Wouldn't these 2 tags with 0 values do it?Code: Select all
- New weapon tdf tag smartshield, 1=shield doesnt affect allies weapons - New weapon tdf tag exteriorshield, 1=shield doesnt affect weapons fired from within shield

Check out http://taspring.clan-sy.com/stats/.Kixxe wrote:Then EE, and XTA, and like the 10 other mods come demanding? Why stop at 3, or 15, or ect...ginekolog wrote:the best would be if admins here could create subforum for AA. After all its most popular mod and all players are allready registred on this forum.
Its 1 min work for forum admin tbh.
ty
besides, it's 1 min work for us to register. No. Email. Confirmation.
I think a good criterion for deciding which mods get their own sub-forums would be 5% of overall games played for 2 consecutive months. Only XTA and AA qualify for that now.
You realise that Berthas existed for about a decade of gaming in TA before shields were added to Spring, right?MR.D wrote:If shields are removed completely, the first person to get a bertha in a good spot is going to win, its that simple.
It may be a slower death, but its the effect would be the same if you remove Antinukes from the game.
If it is late enough in the game for a bertha to be built, you should have the production available to pump out 10 bombers fairly quickly. This was generally the counter to berthas in OTA.MR.D wrote:If shields are removed completely, the first person to get a bertha in a good spot is going to win, its that simple.
It may be a slower death, but its the effect would be the same if you remove Antinukes from the game.
If shields are removed completely, the first person to get a bertha in a good spot is going to win, its that simple.
It may be a slower death, but the effect would be the same if you remove Antinukes from the game.
Removing them would be silly at this point.
Repulsor shields worked fine when they were in game, they blocked plasma and a handfull of hard objects such as bombs and some random weapons, but they were balenced in the fact that they caused a massive strain on economy when in operation.
Hard shields also work fine, just not as well or as completely as the Repulsors did. But they block only plasma, and they operate in a much different way.
There wouldn't be much difference between Bertha walls and the Hard shields, with the exception that you can't shoot through the Bertha walls.
Repulsors got pwnt by lasers and rockets/missles, and masses of bombers or any fast firing units.
Hard shields get pwnt by anything not plasma, or anything thats within the shield barrier.
Both of the shields can be overcome easily one way or another, so there isn't this massive problem that you all are making it out to be.
It may be a slower death, but the effect would be the same if you remove Antinukes from the game.
Removing them would be silly at this point.
Repulsor shields worked fine when they were in game, they blocked plasma and a handfull of hard objects such as bombs and some random weapons, but they were balenced in the fact that they caused a massive strain on economy when in operation.
Hard shields also work fine, just not as well or as completely as the Repulsors did. But they block only plasma, and they operate in a much different way.
There wouldn't be much difference between Bertha walls and the Hard shields, with the exception that you can't shoot through the Bertha walls.
Repulsors got pwnt by lasers and rockets/missles, and masses of bombers or any fast firing units.
Hard shields get pwnt by anything not plasma, or anything thats within the shield barrier.
Both of the shields can be overcome easily one way or another, so there isn't this massive problem that you all are making it out to be.
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http://s101.photobucket.com/albums/m73/caydr/