Absolute Annihilation 2.11 - Page 153

Absolute Annihilation 2.11

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FireCrack
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Post by FireCrack »

What's with the nintendo endorsements?
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Caydr
Omnidouche
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Post by Caydr »

I like nintendo.

All naval rebalancing done, I think... just waiting on a release that has working new flamethrowers and I'll be done the changes.

~~~

AASpring 2.2 beta 1 here:
http://prdownloads.sourceforge.net/ta-a ... p?download
Password is: "testbuild1" (no quotes) - please do not share the password, this is meant as a limited-release, not for the general public.

Should be used with this test build.
For weapon effects to work properly, you will need this fix for the Spring dev build.
Hellspawn
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Post by Hellspawn »

*Goes testing*
PS: Giving mod to semi public first is IMO good move ^^, so you get some fast bug/bad balance checking before relesing it to wider public <_<. Although this is already pretty public :P.
Hellspawn
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Post by Hellspawn »

Hmm... flashes vs instis are fun now ^^. So far the person with better micro wins, need to do more testing though :D.
Rudirogdt
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Post by Rudirogdt »

Caydr wrote:I'm reducing their damage reduction when closed.

I need some more candidates for anti-air kbots. Of the three posted, only one is useable, and only after a lot of retexturing.

Might be too late now anyway. This one that has some potential needs a lot of remodeling and retexturing and has way too much detail to be consistent with existing units.

~~~

Small update, here's the latest changelog. Everything is done except:
-Naval rebalance is only about 50% so far (all L1, some L2 is done)
-Flamethrower weapon effects can't be worked on yet
why did you remove the orcones and not the kroghs too ?

that will be a bit unbalanced i think.
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Caydr
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Post by Caydr »

3 banthas are roughly equal to a krogoth, but cost a little bit more. However, they have the advantage of a) giving you firepower sooner (you can build 1 or 2 banthas and have them on the battlefield before 1 krogoth), b) being able to be in more than one place at once, c) being more mobile, d) being somewhat less difficult to hit.

I've been told that these and other changes could somehow mess up speedmetal gameplay. Damn. I'll put fixing that on the top of my todo list. :lol:
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Pxtl
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Post by Pxtl »

Caydr wrote:3 banthas are roughly equal to a krogoth, but cost a little bit more. However, they have the advantage of a) giving you firepower sooner (you can build 1 or 2 banthas and have them on the battlefield before 1 krogoth), b) being able to be in more than one place at once, c) being more mobile, d) being somewhat less difficult to hit.

I've been told that these and other changes could somehow mess up speedmetal gameplay. Damn. I'll put fixing that on the top of my todo list. :lol:
How does the Bantha's deathburst compare? I find that the Krog Nukedeath is one of the most important assets of the unit - when a game has reached some super-late-chokepoint-monstrosity, the final option is often to just walk the Krog up to the enemy annihilators and watch them die, then rush in with whatever you've got while the defenses are broken.
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MR.D
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Post by MR.D »

Self-D a Bantha, its the same as krog death, or damn near.
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2pacalypse
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Post by 2pacalypse »

I tried a game with the new version, and it's looking good so far!

Two bugs I noticed:

1) Farks get stuck exiting northward-facing factories. Like, a lot. I had set a waypoint directly to the north of the plant, and they still got stuck running in place.

2) While playing as Core on MetalHeck, I had a few "Unknown Texture: onoff0102" messages. They popped up for a few seconds, and that was that.

I can't really comment on the balance changes yet, but if I play it some more I will. The new special effects look really neat, anyways!
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Caydr
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Post by Caydr »

Rotating factory bugs are out of my hands.

I'll try to fix the missing texture problems for the official release. I've also made some changes to the Claw/Maw that finally make them physically identical to the structures they imitate.
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NOiZE
Balanced Annihilation Developer
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Post by NOiZE »

Nanotowers should get a buff, level1 convehs are still more effective.

also did you already do waterbalance? i didn't see much differences.
Orakio
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Post by Orakio »

I don't know if it's just me, but the wreckage left behind by krogoths seems a bit too tough. Sometimes it seems even tougher than the Krogoth.
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Ishach
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Post by Ishach »

NOiZE wrote:Nanotowers should get a buff, level1 convehs are still more effective.

I woulda thought the buildtime reduction fixed this, though i havent played the test version yet
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Min3mat
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Post by Min3mat »

I don't know if it's just me, but the wreckage left behind by krogoths seems a bit too tough. Sometimes it seems even tougher than the Krogoth.
That'd make sense actually >.> so if it is that way IMO its fine
Nanotowers should get a buff, level1 convehs are still more effective.
Nerf conv HP to reasonable levels (PLENTY of incentive to go vechs now that arty is ownage and the flash is the same level as the gator)
Then give the nanotower a good chunk more HP, slight decrease in M/E costs and reduction in buildpower. So its a more practical solution to free up cons and not the cramped base porcage that it is now.
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TradeMark
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Post by TradeMark »

Nanotowers are fine, they dont need any powerups, maybe 40% less buildtime?
Konane
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Post by Konane »

"Support Ship" revert to standard anti-air ship
Ah, finally. Which ships do now have anti-sub capabilities beside destroyers?
Hellspawn
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Post by Hellspawn »

Well in 2.11 building nanos was waste of m/e. You just used cons. If that hasnt changed building nanons is still waste.
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Day
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Post by Day »

I think it would be better if nanotowers were moved to t2 and buffed

reason for this is at t1 cons are more flexible and more usefull
at t2 its quite hard to start producing like in (t1) so it might be good if they became more expensive nanotowers with good buildpower
it also keeps people from fark/freaker spamming which causes more lagz :P

just my 2 cents
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Caydr
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Post by Caydr »

Konane wrote:
"Support Ship" revert to standard anti-air ship
Ah, finally. Which ships do now have anti-sub capabilities beside destroyers?
Cruisers. More on this later.
Nanotower buildtime reduced by 2000, energy cost reduced by 1000,
HP boosted by 50
Not enough?

For comparison, they have over twice the building power of a construction kbot and only 40 less HP, at a cost and buildtime of less than 2 con kbots.
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MR.D
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Post by MR.D »

Thats pretty substancial...

btw, nanotowers should be able to build a larger nanotower with the buildassist of a commander, then that larger one that is built should be able to build a Single nanotower the size of a Krogoth that can build a vulcan in 5 seconds :P

Farks, and freakers will always be the better alternative to nanotowers, but as cheap as they will be in 2.2, having a nanoblock will be easy to build and to restore if destroyed.

IMO, if nanotowers had an even stronger buildrate, were even more fragile, and cost a hair more than they do in 2.11, it would be more benefitial in normal(non-speedmetal) games.

Reason I say this, its less nanospray, less particles and less stuff on the screen slowing thigns down.(yes they do :P )

You can only build as fast as you can produce the resources anyway, so its a boost when you have the metal, and a big drain when you don't.

Not much harm in upping the buildrate a small bit higher.
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