Absolute Annihilation 2.11 - Page 16

Absolute Annihilation 2.11

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Egarwaen
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Post by Egarwaen »

Pxtl wrote:Vanguard = overused, Razorback = never used. Many complaints of Vanguard being overpowered.
One player complained, and a bunch of experienced players pointed out that he was totally full of it. Maybe Razorbacks could use a tiny buff, but I doubt Vanguards needed a nerf.
This one I find silly. It already couldn't hit moving targets because it's such a long lag. Only time the HT plasma can hit moving targets is when you've a river of units trying to push into your base. To have it suddenly aim worse in that case seems a bit silly.
Especially since it won't make any difference.
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Caydr
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Post by Caydr »

EMG, as he says, is because of its short range. After several tests with Flashes being pitted against Instigators, I decided that the large range advantage of Gator and AK lasers needs to be counterbalanced a little more strongly. It is nearly a 10% increase though, so maybe I'll reduce it to 105 or 106 or something.... small steps.

Plasma HT = reverted
Vanguard = reverted

Even if Buzzsaw never saw (awww) any use, its DPS was still lower than Vulcan, which isn't how things ought to be. So I fixed it. Meh.

No, shields will not block fire that originates within them. (I think)

The bunkers are just safe houses, units cannot fire out of them.

The depthcharge hovers have been asked for since OTA days, and now in Spring they're actually practical, so I'm making them.

What's so bad about water balance? I get no feedback and I don't get many chances to play, let alone on water maps. AFAIK things are generally not-too-bad there, except for it being difficult to get back into the water, something that's being addressed by these new hovers as well as the working torpedo bombers.

If you want water balance improved, I really need specific examples of what's messed up.

Fido's gauss is not obsolete. Its DPS in gauss mode is 95, compared with 80 in ballistic. (not to mention firing faster with a higher muzzle velocity, increasing its chance to hit quite a lot)

Maverick is now 50 autoheal, Goliath is now 25.

Anything else?
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Caydr
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Post by Caydr »

AA: Spring v2.00 has now been downloaded over 3,000 times!
Egarwaen
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Post by Egarwaen »

Caydr wrote:Even if Buzzsaw never saw (awww) any use, its DPS was still lower than Vulcan, which isn't how things ought to be. So I fixed it. Meh.
Sounds like it might have a use now - shield-cracker.
Maverick is now 50 autoheal, Goliath is now 25.
So what's the intention here? Make the Mav an L1-devouring monster, and make the Goliath able to shrug off a bit more fire?
kirbyssb
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Post by kirbyssb »

Caydr wrote:Anything else?
Can you bring back heavy lightning tanks and make them shoot a little faster so they aren't useless? :)

Changes look great, I am looking forward to this new version.
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krogothe
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Post by krogothe »

Well i just hope i can make units fire out of the bunker like i do with any air transport. Popping crawling bombs out as enemies come thru should also give it a handsome destructive potential! Even better if i can nap enemy units!
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FireCrack
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Post by FireCrack »

Do sheilds still not block shots coming from isnide, they shouldnt, or you cant set up lines of pitbulls just within their radius, or do other cool stuff.
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det
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Post by det »

I think sheilds should be lines rather than spherical. Either a horizontal and vertical shield or a 1x1 block that projects up a X foot shield wall so that you can build into any shape.
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Min3mat
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Post by Min3mat »

What's so bad about water balance? I get no feedback and I don't get many chances to play, let alone on water maps. AFAIK things are generally not-too-bad there, except for it being difficult to get back into the water, something that's being addressed by these new hovers as well as the working torpedo bombers.
whats so bad? oh not much, just everything.
EMG, as he says, is because of its short range. After several tests with Flashes being pitted against Instigators, I decided that the large range advantage of Gator and AK lasers needs to be counterbalanced a little more strongly. It is nearly a 10% increase though, so maybe I'll reduce it to 105 or 106 or something.... small steps.
never really pitted insti's vs flashes
but with AKs vs PW a PW will instashred a AK if it gets close and a VERY well microed AK will beat a PW (slightly annoying on larger maps but i still like this balance)
Giving the flash a buff doesn't seem to make much sense at all, as they are really intended at base assault and because of the close range high damage EMG they are a fair bit better at this than instigators!
Maverick is now 50 autoheal, Goliath is now 25.
The golly feels...wrong. increasing its autoheal isn't really that good IMO, unless you are going to increase its costs or something. As you always see goliaths, also i think there turrets turn rate could do with being a fraction slower
One player complained, and a bunch of experienced players pointed out that he was totally full of it. Maybe Razorbacks could use a tiny buff, but I doubt Vanguards needed a nerf.
QFT, you rarely see tech 3 in a decent game anyway, and if you do it works as it should. no reason to change anything there
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NOiZE
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Post by NOiZE »

Min3mat wrote:
What's so bad about water balance? I get no feedback and I don't get many chances to play, let alone on water maps. AFAIK things are generally not-too-bad there, except for it being difficult to get back into the water, something that's being addressed by these new hovers as well as the working torpedo bombers.
whats so bad? oh not much, just everything.
Your not being helpfull min3mat, what should be changed then ? according to you?
Min3mat wrote:
EMG, as he says, is because of its short range. After several tests with Flashes being pitted against Instigators, I decided that the large range advantage of Gator and AK lasers needs to be counterbalanced a little more strongly. It is nearly a 10% increase though, so maybe I'll reduce it to 105 or 106 or something.... small steps.
never really pitted insti's vs flashes
but with AKs vs PW a PW will instashred a AK if it gets close and a VERY well microed AK will beat a PW (slightly annoying on larger maps but i still like this balance)
Giving the flash a buff doesn't seem to make much sense at all, as they are really intended at base assault and because of the close range high damage EMG they are a fair bit better at this than instigators!
Indeed, the EMG change doesn't seem needed, maybe give the flash a slightly higher speed. PW vs AK balance is perfect right now TBH.
Min3mat wrote:Maverick is now 50 autoheal, Goliath is now 25.
The golly feels...wrong. increasing its autoheal isn't really that good IMO, unless you are going to increase its costs or something. As you always see goliaths, also i think there turrets turn rate could do with being a fraction slower
Autohealing is something to handle carefully, please test this extensively be4 changin stuff in this department. And yes i wish the Goliath would be more expensive, slower, but even doing more damage. and of course with a massive ammount of HP. I think it's too cheap atm.
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Aun
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Post by Aun »

det wrote:I think sheilds should be lines rather than spherical. Either a horizontal and vertical shield or a 1x1 block that projects up a X foot shield wall so that you can build into any shape.
That isn't possible, shields can only be spheres in the current Spring version.
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Comp1337
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Post by Comp1337 »

Pillars would be really nice thou 8)
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Acidd_UK
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Post by Acidd_UK »

I've got to agree that Peewee/flash balance seems ok atm, while I accept the comment about them vs ak/instigators, don't they already have a higher overall dps anyway? This would make flash massing more effective again - especially if you buffed their speed too. Maybe increase in smaller steps like you said, if you have to buff them at all. Core ftw!
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Comp1337
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Post by Comp1337 »

Gators/Flashes and AKs/PWs are perfect atm, dont touch them!
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Drone_Fragger
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Post by Drone_Fragger »

Can you give the panther the Smason missle as its secondary weapon? That way its an assualt/skirmisher combo unit and wold fill the gap between stumpy and bulldog.
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Comp1337
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Post by Comp1337 »

doesnt it already have it?
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Min3mat
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Post by Min3mat »

it does have some sort of missile, whether its exactly the same as the samson i have no idea
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Caydr
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Post by Caydr »

It's just got an anti-air missile atm, and not a very good one.

Bunkers COULD probably be set up somehow to allow a unit to bunker in them ALA starcraft, but do you really want a 20,000 HP d-gun turret?
If you want water balance improved, I really need specific examples of what's messed up.
whats so bad? oh not much, just everything.
Spectacular.
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krogothe
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Post by krogothe »

Ignore this (/me should read more posts)
Last edited by krogothe on 24 Jun 2006, 16:21, edited 2 times in total.
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Caydr
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Post by Caydr »

Uhh... huh.

ENOUGH WITH THE SWEARING, KTHX, THERE'S PEOPLE BESIDES YOU READING THIS THREAD

I've already decided that an existing hover will just be given a depth charge, so that's not an issue. The question is, which one. I was thinking about giving it to either the scouts, the anti-air, or the regular battle units.

Downside of scouts: these get eaten up pretty quickly
Upside: they are easily mass produced

Downside of anti-air: nobody builds anti-air, because they're idiots and want to die at the hands of an easy brawler swarm
Upside: would make people actually build anti-air, and would mesh nicely with the "support ship" idea

Downside of regular battle hovers: They might be just a little too good now, since they already do everything but anti-air pretty effectively.
Upside: they'd definitely promote the use of hovers on water maps

How is the support ship idea working out, anyway?
Last edited by Caydr on 24 Jun 2006, 15:50, edited 2 times in total.
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