Absolute Annihilation 2.11 - Page 134

Absolute Annihilation 2.11

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FireCrack
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Post by FireCrack »

Caydr wrote:Maybe I could make it into a smaller-AoE weapon with a 100% certainty of EMPing the targetted unit/structure? (besides comms/supers)

By smaller, I mean, 384 or so. There'd still be some room for error in case the radar dot is particularly far off.
No way, radius is good now, it just needs to be able to do somthing against heavier units, as it is now it's fine except when it comes to realy heavy things, prehaps mabye just an increase in damage against those bloody popups? As it is it takes more than 2 missiles to stun them when closed...
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Caydr
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Post by Caydr »

Min3mat wrote:i think a mid range EMP blast which will only stun T2 units for 5-7 secs T1 for maybe 8-11 disables resource buildings for around a min and a half (less for bigger stuff like fusions) disables factories for around a minute (T2 slightly less) and disables defenses for anywhere between 20-35 secs (dependant on level, but still very good vs those bloody pop up turrets)
would be ideal IMO
then again that is uber complicated, a armour class on the units stopping a bit of the EMP would be fine :)
I just think it should be better vs buildings, defenses (and bloody pop ups) especially
None of that is possible, sorry
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Ishach
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Post by Ishach »

Bring back your avatar Caydr :(
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Lolsquad_Steven
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Post by Lolsquad_Steven »

Ishach wrote:Bring back your avatar Caydr :(
QFT
Kixxe
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Joined: 14 May 2005, 10:02

Post by Kixxe »

FireCrack wrote:
Caydr wrote:Maybe I could make it into a smaller-AoE weapon with a 100% certainty of EMPing the targetted unit/structure? (besides comms/supers)

By smaller, I mean, 384 or so. There'd still be some room for error in case the radar dot is particularly far off.
No way, radius is good now, it just needs to be able to do somthing against heavier units, as it is now it's fine except when it comes to realy heavy things, prehaps mabye just an increase in damage against those bloody popups? As it is it takes more than 2 missiles to stun them when closed...
agreed, althou i would guess it would be hard to balance that out... with the HOOOGGE hp popup stuff have when closed, T3 units will prbly get stunned by 1 missile if they stun popups with 1...

Can you have unit speiftic damage on Paralysers?
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KDR_11k
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Post by KDR_11k »

Of course. OTA did that all the time.
Kixxe
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Post by Kixxe »

Caydr wrote:
Min3mat wrote:i think a mid range EMP blast which will only stun T2 units for 5-7 secs T1 for maybe 8-11 disables resource buildings for around a min and a half (less for bigger stuff like fusions) disables factories for around a minute (T2 slightly less) and disables defenses for anywhere between 20-35 secs (dependant on level, but still very good vs those bloody pop up turrets)
would be ideal IMO
then again that is uber complicated, a armour class on the units stopping a bit of the EMP would be fine :)
I just think it should be better vs buildings, defenses (and bloody pop ups) especially
None of that is possible, sorry
KDR_11k wrote:Of course. OTA did that all the time.
?
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Min3mat
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Post by Min3mat »

damn :(
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NOiZE
Balanced Annihilation Developer
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Joined: 28 Apr 2005, 19:29

Post by NOiZE »

Minor bugs report:


- Core Solar has a barely visable hp-bar, it should be raised a bit

- The bulldogweapon gives a too big flash

- Core Adv Solar explosion groundflash isn't big enough
Zagupi
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Joined: 26 Jul 2006, 11:50

Post by Zagupi »

(Stupid question:?) Could we get range indicators that would show antinuke and jammer-ranges before they are built? Those would come in handy. (And radars? Would that be better or worse?)
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Forboding Angel
Evolution RTS Developer
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Post by Forboding Angel »

the ranges are there, but you have to zoom out bigtime to see them.
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Caydr
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Post by Caydr »

2.11 --> 2.2 - "Buy a Wii or I'll set you on fire" Edition

Removed some unused weapon entries
Eliminated impact physics for all common weapons
Liche nuke AoE increased to 256 (128), damage vs superweapons fixed
Maverick damage per hit reduced to 75, switched to buckshot (10),
reloadtime increased to 3 (0.985), has less accuracy and wide spray,
AoE increased to 12 (8); effective DPS is now 250 (300)
Sniper weapon bug fixed, it now only hits one target rather than an
entire row, minimum distance from enemy units for cloaking to work
increased to 80 (72)
EMP missile paralyzetime increased to 30 (20), range increased to
6000 (4500)
Adjusted anti-nuke properties so they shouldn't have occasional
problems intercepting nukes anymore
Commander explosion damage doubled (25000->50000)
All massive explosions now leave larger, deeper craters
Plasma battery low trajectory fire now have normal (larger) AoE
Movable nanotower bug fixed, they should also no longer attempt
to repair or reclaim things beyond their nano range
Beamer damage increased to 28 (27) per "zing"
Vehicle factory metal cost reduced 100
Twilight minimum cloaking distance from enemy units increased to
48 (30)
Morty buildtime reduced by about 1200 units (6400->5200)
Commander metal value reduced (15000->2500)
Arm Lancet logo fixed
Arm Moho Geothermal energy output reduced to 1250 (compared with
Core's 1000 output)
Prude HP increased to 12500 (8000), energy storage set to 1500 (0),
metal cost reduced 10% (1176->1058), energy cost reduced 25%
(32307->24230)
Behemoth HP increased to 7500 (5000) and no longer targets aircraft
Moho metal extractor extraction rate increased to 0.004 (0.0035)
Advanced construction vehicle build rate increased to 250 (200)
Arm moho metal extractor can now cloak for 50 energy and is always
radar-invisible; description changed to reflect this
Packo description changed to "Pop-Up Missile Battery"; SAM changed
to "Hardened Missile Battery"; Circular Saw and Eradicator changed
to "Medium-Range Missile Battery"; All related special damage
values removed
Flare efficiency (0.9->0.8) and launching rate (0.9->1.5) reduced
on AWACS aircraft
Flare dropping rate on Peeper reduced to 5 (3), efficiency reduced
to 0.75 (0.9)
Pitbull, Viper weapon AoE increased to 24 (16)
Construction aircraft workertime reduced to 45 (50), advanced
construction aircraft to 80 (100), construction seaplane to 100
(200)
Construction seaplane metal cost reduced 100 (330->230), energy
cost reduced 10000 (19000->9000), build time by 10000 (30000->
20000)
Radar tower detection ranges reduced
Basic fighter energy cost increased 30%, metal cost increased 20%,
buildtime increased 10%
Basic air transport energy cost reduced 50%, metal cost reduced 40%,
buildtime reduced 30%, HP increased 10%, "single-use" flares added
Paralyzers should now be more effective
Flak range increased 10%
Stumpy, Raider HP and range increased 50 units, rate of fire reduced
25%, damage increased 30%
Blade energy cost increased 25%, metal cost increased 10%, buildtime
increased 5%, HP reduced 50 units
Flash turning/accel/brake increased 10%, metal cost reduced 5%
Recluse HP reduced 50 units
Thud HP increased to 900 (870)
Rapier, plasma battery, leveler groundflash size reduced
Level 2 aircraft plant energy cost increased by 10000 (22000->32000)
Default explosions disabled for most small weapons
Maverick holster/unholster animation speed boosted
Flash/Gator aiming rate increased (~150->200/175 respective)
Fixed erroneous spelling of "BlackHydra" armor category in many
different weapon files (big thanks to TradeMark)
Fixed erroneous special damage entries in Dragon's Maw and Dragon's
Claw weapon entries (more thanks to TradeMark)
Gunship brake rate reduced 25%, acceleration reduced 20%, speed
reduced 15%, rotation reduced 10%
Juno should now function properly, it won't randomly fail to damage
radar-related structures and units, AoE increased to 2048 (1280),
pulse cruising altitude increased fourfold
Warrior metal cost increased by 40 (208->248), buildtime increased
by 400 (4104->4504), HP reduced by 175 (1475->1300), speed
increased by 0.2 (1.3->1.5)
Leveller weapon AoE increased to 144 (128)
Intruder wake bug fixed, is no longer upright regardless of terrain
Banisher now aims a bit upward to fire, similar to Mercury
Construction vehicle build distance increased, construction kbot
build distance decreased
Merl, Diplomat HP increased 500 (~2500->3000), rocket AoE decreased
to 64/72 respectively (160), rocket damage increased to 1000/1300
respectively (800/900), range increased to 1215/1240 respectively
(1150)
Diplomat rocket reload time increased to 20 (16)
Tremor reload time decreased to 0.4 (0.5), accuracy reduced to 1400
(1000)
All artillery rebalanced for lower trajectory firing at long range,
higher trajectory firing at close range
Arm moho mine HP decreased to 2500 (3000), core moho mine HP
increased to 3500 (2500) and damage is now multiplied by 0.25
when closed (0.4)
Flash/Peewee EMG weapons seperated into two different classes
Peewee range increased to 180 (176)
Flash range increased to 190 (176)
Instigator damage per second reduced to 97 (107)
AK damage per second increased to 87 (79)
Commander laser damage versus L1 air transports increased to 180
(125)
Metal extractors in (A) fixed
Units removed: hyper radars, bertha ships, bertha tanks, orcone,
krogtaar, artillery hovers, aegis
Depthcharge launchers added to commander build menus
Laser and EMG weapon graphics improved
Core LLT made the same height as Arm LLT
Beamer turret height increased to halfway in-between Core HLLT's
two turrets
Jethro recoil on wrong barrel fixed
Marauder death and self-d explosions reduced
Removed a TON of unused graphics
Removed extra loading screen bloat
All vehicle speed, acceleration, braking, and turnrate values
increased by 10%
All corpse metal values normalized to 70% metal, 50% hitpoints,
all heap metal values normalized to 35% metal, 20% hitpoints;
all corpses and heaps put into one file (even more thanks to
TradeMark)
Arm amphibious construction vehicle, construction hovercraft
build menu bugs fixed in standard, (H), (A)
Amphibious construction vehicle build menus corrected in (F)
Annihilator energy cost increased 250% to 62563, damage
multiplier when armored (closed/off) increased to 0.25 (0.05)
Firestorm HP increased to 8500 (2200), damager per hit
increased to 20 (17), tolerance set to 10000 (0), sprayangle
increased to 12000 (8000)
Catapult size increased 33% (3x3->4x4)
Commander mass increased to 5000 (2500)
Jammer tower cost vs. effectiveness made comparable to mobile
jammer units
Depth charge removed from anti-air hovercraft
Radar, advanced radar, and mobile radar stats rebalanced
Combat autorepair removed from all units except Commander, Maverick;
maverick description changed to reflect this
Advanced torpedo launcher range increased to 1200 (650)
Increased damage values versus amphibous units removed from all
applicable weapons
Hovercraft platform metal cost reduced 100 units
"Support Ship" revert to standard anti-air ship
Metal maker, moho metal maker, floating metal maker, underwater
moho metal maker costs increased
Hovercraft made less slope tolerant, costs adjusted, sizes adjusted
Amphibious tanks made more slope tolerant, costs adjusted
Ground decals replaced with ones from Unpossible
Flak tank range increased to that of stationary flak
Core L1 fighter HP increased 15 units to make them survive one hit
from most missiles rather than being intagib versus all missiles;
they still have 10 less HP than Arm L1 fighters
L2 fighter buildtime reduced by 2000 units (~9000->7000), missile
bug fixed - they now have dual missiles as I intended
Core cloakable fusion reactor removed
Core fusion reactor output increased by 50 (850->900), HP increased
by 3700 (4800->8500)
Core underwater fusion reactor ouput increased by 50 (900->950)
Arm fusion reactor metal cost reduced 500 (4504->4004), buildtime
decreased 5000 (75014->70014), HP reduced 150
Flea metal cost reduced to 14 (19), buildtime reduced 200 (900->700)
Laser firing points on commanders improved somewhat
Underwater fusion reactor metal cost reduced 1000 (~5700->4700)
Behemoth firing sequence fixed (thanks go to Archangel)
wip: Shellshocker firing point improved
Bulldog weapon groundflash reduced
Advanced solar groundflash size increased
Core solar generator HP bar height increased via hacky method that
is wildly inefficient and will apparently bog the game down for
massive damage
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Caydr
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Post by Caydr »

Kixxe wrote:
Caydr wrote:
Min3mat wrote:i think a mid range EMP blast which will only stun T2 units for 5-7 secs T1 for maybe 8-11 disables resource buildings for around a min and a half (less for bigger stuff like fusions) disables factories for around a minute (T2 slightly less) and disables defenses for anywhere between 20-35 secs (dependant on level, but still very good vs those bloody pop up turrets)
would be ideal IMO
then again that is uber complicated, a armour class on the units stopping a bit of the EMP would be fine :)
I just think it should be better vs buildings, defenses (and bloody pop ups) especially
None of that is possible, sorry
KDR_11k wrote:Of course. OTA did that all the time.
?
OTA uses a sytem where, say, 5800 damage equals X number of seconds of paralyzation. So you could set it custom for each unit. Spring just has one set value for how long a paralyzing weapon will have effect. Units all have a certain amount of "EMP resistance", which can be overwhelmed by repeated EMP attacks. 1000 bladewings, for instance, could probably stun a commander, even though they alone are incapable of it.
KlavoHunter
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Joined: 28 May 2006, 21:41

Post by KlavoHunter »

From experience lately with enemies using EMP missiles, I have to say it's ridiculously effective, when a single missiles basically takes out all of my Bulldogs/Vipers, leaving my bigger defenses (annis and Toasters) totally vulnerable to more numerous units.

I mean, that's the purpose, but I think it's TOO good at its role. Hmm.
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Pxtl
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Joined: 23 Oct 2004, 01:43

Post by Pxtl »

KlavoHunter wrote:From experience lately with enemies using EMP missiles, I have to say it's ridiculously effective, when a single missiles basically takes out all of my Bulldogs/Vipers, leaving my bigger defenses (annis and Toasters) totally vulnerable to more numerous units.

I mean, that's the purpose, but I think it's TOO good at its role. Hmm.
The problem is when fighting a core player - a Doomsday or two is quite good at fighting smaller units as well as bigger ones.... and if you're building such an expensive system as an EMP missile launcher, then it is probably a very hardened defensive line you're trying to crack... which probably will include mechs and doomsdays that shrug off the EMP.
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Caydr
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Post by Caydr »

How long was the EMP effect in OTA, anyone know?

I think the best solution is the one I said earlier. It would allow you to paralyze small groups or whatever for an extended period, but not let you EMP an entire defensive line. Having one or two doomsday machines out of commision during an attack is, IMO, worth the price of the EMP.
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Drone_Fragger
Posts: 1341
Joined: 04 Dec 2005, 15:49

Post by Drone_Fragger »

If I remeber correctly, The Paralyse of the SPider (the only uit to paralyse in AA) Was about 5 seconds.


Also, Will do Caydr. I as going to get one Anyway, but death threats sure do set peoples minds.
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Drone_Fragger
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Joined: 04 Dec 2005, 15:49

Post by Drone_Fragger »

Also, Where are the AA level 2 kbots, And is that sechsy Thud model going to be put in?
Egarwaen
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Joined: 27 Feb 2006, 21:19

Post by Egarwaen »

Caydr wrote:Core cloakable fusion reactor removed
Even though it's a Cavedog unit?
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FireCrack
Posts: 676
Joined: 19 Jul 2005, 09:33

Post by FireCrack »

^YEah, what on earth is with removing the core cloakable fusion, I can't see any rationale behind it whatsoever....
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