Absolute Annihilation 2.23 - Page 15

Absolute Annihilation 2.23

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Zoombie
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Joined: 15 Mar 2005, 07:08

Post by Zoombie »

Technicaly the TA hovercraft use anti-gravity, while modern ones do not. There fore TA hovercrafts are well above the water and as safe as one can be in a 10,000 year long war...
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Das Bruce
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Post by Das Bruce »

Odd that the models appear to have skirts though.
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KDR_11k
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Post by KDR_11k »

Not being attacked by subs is one of the advantages hovers have over amphibs. Subs are supposed to be death for everything in the water but useless against anything out of the water.
jellyman
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Post by jellyman »

Although hovers cannot be attacked by sub torpedoes, they can be attacked by bomber plane torpedoes.....
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KDR_11k
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Post by KDR_11k »

Probably a bug.
espylaub
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Post by espylaub »

If one were to go for realism, torpedos probably could damage and destroy hovers, since they usually have proximity fuses: pass under something with a strong enough magnetic field -> boom. However, since hovercraft are very very fast for naval standards, it is highly unlikely that a hit would ever actually occur. Unless the hover is stationary, of course.

But that's the point. Hovers are supposed to be fast assault units. They dash across the water, onto the beach at the same speed and then whizz off into the hinterland, still at the same speed, because terrain doesn't matter to them, as long as it's flat. So anywhere they can go (and they should have a very low slope tolerance), they can go at full speed. It's their only strength, really. And in AA they're just painfully slow now. They should outrun any surface ship easily.
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Nixa
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Post by Nixa »

Haha just to note i wonder how many speedmetal now go core instead of arm :wink:

bigger is better - the concrete 5 year old way of thinking :P
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1v0ry_k1ng
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Post by 1v0ry_k1ng »

any unit which can move from sea to land and hence combat land units in defence of your base, then swarm out to sea to help tip the balance of a naval battle, and then beach land where the enemy wasnt expecting them (for example, small supcom) cant be too powerful otherwise it would be ultra OP. they are weak because they are so tactically flexible.
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NOiZE
Balanced Annihilation Developer
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Post by NOiZE »

Torpedo launcher might get used for FPS-exploiting :)
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Cabbage
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Post by Cabbage »

Been messing around with the antiair kbots a bit? A group of 5 worth less than 2,500 metal can kill a krow worth - i think - about 6,000 metal? Two krows can take them all out if you pay attention however. The core ones are also just as powerful. I'd suggest keeping their costs the same, but maybe reduce the firing rate of their missiles a little, as thats where most of the damage is coming from. 5 sets of 3/4 missiles hitting a krow at the same time does a surprising amount of damage :P

If you mix in a Radar plane or two, you can really throw alot of the missiles off as you know, and the low rate of fire flak cannon they have is spot on i think. Just slow the rate at which the missile salvo's are fired perhaps.

Edit: Whoops! It's not just Krows the chew up either ^^
espylaub
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Post by espylaub »

1v0ry_k1ng wrote:any unit which can move from sea to land and hence combat land units in defence of your base, then swarm out to sea to help tip the balance of a naval battle, and then beach land where the enemy wasnt expecting them (for example, small supcom) cant be too powerful otherwise it would be ultra OP. they are weak because they are so tactically flexible.
Exactly, they should be fairly weak, because they're light, but then they should also be seriously fast. And right now they crawl.
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Fanger
Expand & Exterminate Developer
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Post by Fanger »

Look people.. STOP REFERENCING real hovercraft.. GO look at the actual model.. geeze do I need a screenshot, they are hovering above the water..

Also Clearly TA torpedos do not have proximity detonation because if you ever watch them they only explode when they physically hit something, either a ship, or the ground... geeze.. dont reference a fricking LCAC, it doesnt make sense for torpedoes to be able to hit hovercraft since there are no hovercraft with torpedoes hence they cannot fight back, so if your gonna make subs attack hovercraft then you need to add a anti sub hovercraft so that a swarm of hovercraft would not be raped by subs without the ability to at least fight back..
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MR.D
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Post by MR.D »

IMo, Hovercraft are an inbetween LVL-1 and LVL-2 class, without any of the benefits of LVL2's tech tree.

Hovercraft could easily fit the entire range from lvl-1 and have heavier LVL-2 units as well, and costs could be adjusted accodringly.

Right now, the Hovertanks and the Heavy Laser Hovertank don't really pack enough punch to stand toe to toe with lowest LVL-2/highest lvl-1 units. Which is really quite sad..

Don't get me wrong, Hovers can be quite nice to use in naval engagements, or on a shore-shore style map where amphibious units are just too slow to do the job, but Hovers usually get chewed up so fast by regular units, and defences that it doesn't really make it worthwhile.

Hovers vs Hovers = fair
Hovers vs lvl1 ground forces = still in favor of stadard ground forces typically
Hovers vs Navy..= Forget about it
Hovers vs any defences = lost cause unless you walk them in slow and use the missle hovers to drill em first, which defeats the purpose.
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Ishach
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Post by Ishach »

i just played a water game and Vultures could not spot a commander which was obviously right underneath them.


Bug?
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Ishach
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Post by Ishach »

Oh and the Halbered has an energy cost of 13,000 or so. Isnt this a bit excessive?
Hellspawn
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Post by Hellspawn »

Not sure if this was posted yet but I found 2 "Bugs".

1.) Flashes stop infront of factory if factory is turned around (this does not happen with other units)

2.) Lugers can't hit anything even if you have radar and LOS. (I had like 10 of them shooting at armed mex for a min)
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Caydr
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Post by Caydr »

Lugers work fine here. They're supposed to be used in groups of 4+ though.

Looks like that SF downtime yesterday might've been them upgrading the hosted site servers. The AA page seems to load a lot quicker now.
Last edited by Caydr on 09 Oct 2006, 18:12, edited 1 time in total.
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EXit_W0und
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Post by EXit_W0und »

2.) Lugers can't hit anything even if you have radar and LOS. (I had like 10 of them shooting at armed mex for a min)
What map were you playing on? Since i noticed alot of artillery units fell short of its max range but then remembered the gravity is much higher on some maps...
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Caydr
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Post by Caydr »

Myself, I tested on small divide just now. If he was playing on comet catcher (it has low gravity right?), I think accuracy would be reduced. If he was playing on a high-gravity map, max range would be reduced. Gravity between 100-150 should be fine, I think... that's what most maps are set for.

AFAIK, it's not possible to make torpedos target hovercraft. A hover is considered a "surface" unit, and therefore cannot be targetted (hardcoded) by a "waterweapon" IIRC.

I'm not sure about this torpedo plane thing though. Are you sure they were attacking the hovercraft? It's possible they were attacking something else but the torpedo happened to fall on the hover. I'll see what I can do about making torpedo planes only target water units.

~~~

Ok, torpedo bombers are now locked out from targetting anything that isn't a boat or sub or otherwise a water unit/structure.
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Cabbage
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Post by Cabbage »

Torpedo bombers can drop their weapons on land targets..

Are you still working on those sexy new models btw caydr?
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