Absolute Annihilation 2.11
Moderator: Moderators
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- Posts: 933
- Joined: 27 Feb 2006, 02:04
I haven't seen any missing texture errors either, and I've done two or three testing games. Anyway, not to be a squeaky wheel, but some of the other items on my list may need some changes too. I'm dead serious about level 1 radar having less range than a plasma battery by about 5-8 "elmos". That's going to cause all sorts of problems in the sort of front line "plasma war" that happens pretty often. Also, gradual reclaim would be a good solution to the high metal wreck problem. It's documented right here if you didn't yet know about it because it no longer shows up on Mantis and is documented as one line in the changelog.
Edit: Also, I accidentally hosted an A mode game, its broken since the commander no longer gives 25 metal / ??? energy.
Edit: Also, I accidentally hosted an A mode game, its broken since the commander no longer gives 25 metal / ??? energy.
Last edited by el_matarife on 17 Sep 2006, 03:28, edited 1 time in total.
- MrSpontaneous
- Posts: 242
- Joined: 09 Sep 2005, 22:39
I have encountered rather. . .interesting exploit. I don't know if its being fixed in the next version but here it is.
edited to hide the exploit
edited to hide the exploit

Last edited by MrSpontaneous on 17 Sep 2006, 06:07, edited 1 time in total.
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- Posts: 933
- Joined: 27 Feb 2006, 02:04
-1 minelayer changes - I find then a nice cheap adn versatile general purpose con unit, with their disadvantage being their pitiful health and not-so-good build power. I only occasionally use them to build mines, and I certainly don't build them because if their minelaying ability. I worry that by removing their other useful traits they will go back to being unbuilt units. I mean as it is, how often do you see them being built in top-level games? Making them worse surely isn't necessary?
- EXit_W0und
- Posts: 164
- Joined: 22 Dec 2005, 01:33
I've noticed that sharp shooters can't actually hit anything near the edge of their range (like anything after about an emgs range away from the snipers max weapon range). Is this deliberate to reduce their accuracy or is it a bug?
They can't even hit sumos at their max range when given spys to sight them!
I'm also not sure I like the new mav weapons - i'll give it more time but it definitely could be prettier (different particle effect + faster burst rate maybe?)
I like that mines are now radar invisible as they should be :)
They can now be properly used as psychological weapons - its hard to be scared to progress into an area when you can see exactly where the mines are on radar anyway.
They can't even hit sumos at their max range when given spys to sight them!
I'm also not sure I like the new mav weapons - i'll give it more time but it definitely could be prettier (different particle effect + faster burst rate maybe?)
I like that mines are now radar invisible as they should be :)
They can now be properly used as psychological weapons - its hard to be scared to progress into an area when you can see exactly where the mines are on radar anyway.
- Machiosabre
- Posts: 1474
- Joined: 25 Dec 2005, 22:56
- Machiosabre
- Posts: 1474
- Joined: 25 Dec 2005, 22:56
did you even read what i wrote ? i dont think so...KlavoHunter wrote:We are not balancing AA to cater to Speedmetal players. Get it through your thick skull.Rudirogdt wrote:sounds ok (nano turrets) but i think i would suggest them as lvl2 nanotowers. :)
orcones -> well banthas are build in a time but the cant block the kroghs as good as the orcones...
when i am not really ready and have only one orcone ready i mirco him slowly back to my base that the krogh cant rush as fast as it wants... :)
removing the orcone will end up like xta -> all playing core...
and from what you are saying... i guess you think there cant be any orcones used as a blocker on other maps... but here is the news for you: they can...
and i think on other maps that is even more needed because you cant spam orcones/kroghs as fast as on speedmetal....
@Min3mat
Your quoting has really gone downhill. You forgot quote the word 'cheap' and you rewrote the second comment completely.
What's wrong with 'general purpose'? I think flexibility is a great asset in a war.
Minelayers have no deploy time which makes them great for quickly reclaiming fields of corpses. They also make for cheap assist swarms later in the game. Their con power isn't as good as a regular con veh, but that dosn't make them useless by any stretch.
I think a nice tweak to mines would be to reduce the damage that mines do to each other (as someone suggested earlier). That way you could pack the mines closer together and make them much more useful... Also, reducing their cloaking cost would help...
Your quoting has really gone downhill. You forgot quote the word 'cheap' and you rewrote the second comment completely.
What's wrong with 'general purpose'? I think flexibility is a great asset in a war.
Minelayers have no deploy time which makes them great for quickly reclaiming fields of corpses. They also make for cheap assist swarms later in the game. Their con power isn't as good as a regular con veh, but that dosn't make them useless by any stretch.
I think a nice tweak to mines would be to reduce the damage that mines do to each other (as someone suggested earlier). That way you could pack the mines closer together and make them much more useful... Also, reducing their cloaking cost would help...