Absolute Annihilation 2.11 - Page 162

Absolute Annihilation 2.11

All game release threads should be posted here

Moderator: Moderators

User avatar
Ishach
Posts: 1670
Joined: 02 May 2006, 06:44

Post by Ishach »

To echo my previous post, but this time with a bit more testing - If a minelayers build time was taken down 1000 points or so and all its other functions bar making mines removed, and its speed increased to be similar to a scout, then i would use it for sure.


People are looking for a defensive niche to put the minelayer in, but truth be told there is no niche for them that defensive structures dont do better and more effectively.

So I think they would add alot of depth to T1 by making them offensive trap layers. You rush one along with a jeffy or two at the start and lay two medium mines (enough to destroy a convech) on a whole bunch of their early expansion metal spots.





EDIT: I realised Exit Wound said the same thing
EXit_W0und wrote:
Iirc defence has always been cheaper than offence, mobile units will still be the superior defence. All this is about is making a previously useless unit useful again. It opens up new ways of playing that don't only involve porcing - and i'd suggest porcing with mines alone a bad idea. It's easy to send a stream of cheap fleas to take out the mines before your real army goes in. So i don't think mines will have the effect of making everything seige warfare.
You can use mines on enemy terretory as a cheap way of preventing them expanding. You can scare them into thinking theres a huge field of them just by placing afew in the right place so they avoid that area. Use your imagination there are plenty of new play styles that can be used here not just purely defence.


GOOD IDEA HURR
User avatar
NOiZE
Balanced Annihilation Developer
Posts: 3984
Joined: 28 Apr 2005, 19:29

Post by NOiZE »

submarine movementclass should be fixed:

Image

They get digged in :P
User avatar
krogothe
AI Developer
Posts: 1050
Joined: 14 Nov 2005, 17:07

Post by krogothe »

Yep, happened to me before, in a game of EE, it ended up 3v1 or 4v1 and after holding out for about an hour my base was gone and it was time to bury my sub in some random beach. the ground still blocked shots, so it lasted a fair while there, only gettting killed by AOE.
Cant the min waterdepth be sorted?
User avatar
jackalope
Posts: 695
Joined: 18 Jun 2006, 22:43

Post by jackalope »

I agree with Ishach. I also think the minelayer might need to be stealth.
User avatar
NOiZE
Balanced Annihilation Developer
Posts: 3984
Joined: 28 Apr 2005, 19:29

Post by NOiZE »

jackalope wrote:I agree with Ishach. I also think the minelayer might need to be stealth.
that would make him usfull

great idea!

make sure some cheap mine can kill conveh's though
ZellSF
Posts: 1187
Joined: 08 Jul 2006, 19:07

Post by ZellSF »

NOiZE wrote:submarine movementclass should be fixed:

Image

They get digged in :P
What's the name of that map?

Edit: answered, thanks :P
j5mello
Posts: 1189
Joined: 26 Aug 2005, 05:40

Post by j5mello »

NOiZE wrote:
jackalope wrote:I agree with Ishach. I also think the minelayer might need to be stealth.
that would make him usfull

great idea!

make sure some cheap mine can kill conveh's though
problem with making him stealth is that u can still see the wirframe's radar sig while it being built. giving them a small jamming radius would allow them to hide the wirframe atleast from radar.
User avatar
krogothe
AI Developer
Posts: 1050
Joined: 14 Nov 2005, 17:07

Post by krogothe »

Just give minelayers a fast animation and reduce buildtime of mines by 70-90%, making them almost instant-built . youll still only be able to spam them if you can afford it, but makes them actually useful. Giving all kamikaze units a zero damage against themselves also goes a long way into bringing usefulness to mines.
And for gods sake never put nuke mines back in again
j5mello
Posts: 1189
Joined: 26 Aug 2005, 05:40

Post by j5mello »

i think giving the nuke mine to the parasite and calling it a satchel charge could be interesting... :roll:
User avatar
Day
Posts: 797
Joined: 28 Mar 2006, 17:16

Post by Day »

someones been playing wolfenstein ET
User avatar
Aun
Posts: 788
Joined: 31 Aug 2005, 13:00

Post by Aun »

Or any one of the numerous games with satchel charges in. :roll:

EDIT: lol, numberous
User avatar
Min3mat
Posts: 3455
Joined: 17 Nov 2004, 20:19

Post by Min3mat »

since you can stack mines
(fixed in svn?)
i don't really know how you can easily balance the mines!

and Caydr we need a release within 24 hrs
GATOR IMBA
it is starting to make spring unplayable even for me now, release at the least a quick gator fix or just everything you've done so far.
PLEASE
pretty pretty pretty please

Owh and if a lot of ppl would just say 'yes' or something to make this issue brought to his attention faster that would be great
User avatar
Machiosabre
Posts: 1474
Joined: 25 Dec 2005, 22:56

Post by Machiosabre »

gators not even getting that much worse next version only 10 less dps with a higher aiming rate and the general vehicle buff thingy.

I was thinking it might be better instead of just sorting the flash to fit the gator this time around we keep both of them at about the level the flash is now and make medium tanks used a bit more.
Last edited by Machiosabre on 20 Sep 2006, 22:31, edited 1 time in total.
User avatar
Day
Posts: 797
Joined: 28 Mar 2006, 17:16

Post by Day »

and erm does everybody agree on that kbots have absolutely NO chance on any half flat map (even BB) against vehicles?
User avatar
Neddie
Community Lead
Posts: 9406
Joined: 10 Apr 2006, 05:05

Post by Neddie »

Day wrote:and erm does everybody agree on that kbots have absolutely NO chance on any half flat map (even BB) against vehicles?
I don't. It all depends on mixture and response time. Is it harder? Sure.
User avatar
EXit_W0und
Posts: 164
Joined: 22 Dec 2005, 01:33

Post by EXit_W0und »

I agree with Day there for a slightly different reason, recently played a game where gators and flashes were climbing up a fairly steep hill faster than rockos could. The map was Cooper hill.
I did a test to confirm my suspicions, between a gator, thud and rocko climbing the same hill on that map - the gator climbs faster than both kbots.

It seems to me that kbots have been made redundant through making vehicles able to climb hills that previously only kbots could. Kbots only advantage is their ability to access areas that vehicles cannot - remove that and they become useless. The hill in question was steeper than i'd expect a tank to be able to climb. And most maps are far flatter. I realize this seems to be an eternal arguement on here so i'm just going to voice this once then leave it at that.
User avatar
Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Post by Forboding Angel »

EXit_W0und wrote:I agree with Day there for a slightly different reason, recently played a game where gators and flashes were climbing up a fairly steep hill faster than rockos could. The map was Cooper hill.
I did a test to confirm my suspicions, between a gator, thud and rocko climbing the same hill on that map - the gator climbs faster than both kbots.

It seems to me that kbots have been made redundant through making vehicles able to climb hills that previously only kbots could. Kbots only advantage is their ability to access areas that vehicles cannot - remove that and they become useless. The hill in question was steeper than i'd expect a tank to be able to climb. And most maps are far flatter. I realize this seems to be an eternal arguement on here so i'm just going to voice this once then leave it at that.
You are wrong.

kbvot slope 36

insty slope 24
User avatar
EXit_W0und
Posts: 164
Joined: 22 Dec 2005, 01:33

Post by EXit_W0und »

Well then i'd like to see more maps that use slopes of that steepness.
User avatar
Ishach
Posts: 1670
Joined: 02 May 2006, 06:44

Post by Ishach »

The build time on Medium mines (Which two of are needed to blow up a convech) is pretty good already, it takes only around 5 seconeds to build
User avatar
Caydr
Omnidouche
Posts: 7179
Joined: 16 Oct 2004, 19:40

Post by Caydr »

It's really hard to make a map that uses all the ideal amounts of hill so you can have hills that slow down tanks, hills just for decoration, hills that slow down kbots, hills that stop tanks, hills that stop kbots, and hills that stop anything. I mean, I don't really have THAT much experience, just the three or four maps I've made, but probably the most time-intensive thing I did was repeatedly recompiling to adjust slopes like 1%.
Locked

Return to “Game Releases”