Page 18 of 177

Posted: 24 Jun 2006, 19:13
by Caydr
Congratualations for your proper usage of the word "hordes".

Posted: 24 Jun 2006, 19:16
by Comp1337
This seems like a perfect changelog. I have nothing to complain about.

Posted: 24 Jun 2006, 19:51
by NOiZE
Looks pretty good Caydr, except for that unneeded EMG change..

Posted: 24 Jun 2006, 20:06
by Comp1337
Yeah. i thought he toned it down a bit?

Posted: 24 Jun 2006, 20:11
by NOiZE
Comp1337 wrote:Yeah. i thought he toned it down a bit?
true, but still unneeded IMO

Posted: 24 Jun 2006, 20:14
by Comp1337
NOiZE wrote:
Comp1337 wrote:Yeah. i thought he toned it down a bit?
true, but still unneeded IMO
Yep. I think 2.0 is pretty spot-on when it comes to general balance..

Posted: 24 Jun 2006, 20:41
by Caydr
Absolute Annihilation 2.1 is now available!

Changelog:
2.0 --> 2.1

Custom team death messages fixed
Fido HP reduced by 125 (1275->1150), movement speed reduced by 0.11
(2.01->1.9), energy cost increased 1500 (5349->6849), range reduced
by 15 (595->580), damage per second reduced to 94.4 (100)
Minor shield "weapon" typo fixed (will have no effect at all ingame)
Firestorm HP fixed
Shield generator wreckage metal value reduced to sensible levels
Ground decals are now only 1 footprint unit larger in X/Y instead of
3 (means they're smaller now but still larger than the building),
also improved their appearance using transparency
Claw/Maw accuracy vs aircraft fixed
Flash, Peewee rate of fire increased to 0.31 (0.325), an effective
DPS boost of 5 units (101->106)
Sumo range boosted 10% (500->550)
Slope tolerance adjusted again so maps made with AA's old unit slope
tolerance values in mind should work better
Amphibious units now have the same slope tolerance as kbots
Vanguard HP reduced by 1000 (8250->7250), accuracy versus fast units
reduced, sight range reduced to 220 (370)
Razorback buildtime decreased 6%, metal cost reduced 5%, energy cost
reduced 5%
Combat regen is now as follows:
-LLT: 2 HP per second
-Beamer, HLLT: 4 HP per second
-Commander: 5 HP per second
-Bulldog: autorepair removed
-Sumo: autorepair removed
-Goliath: 25 HP per second (was 20)
-Maverick: 50 HP per second (was 35)
Advanced Fusion HP doubled, output increased to 5000 and 5500 (A/C),
costs made to be more fair when compared with regular fusions
Marauder speed increased to 3 (2.53)
(F)-Tech Forges now have the appropriate ground decal
Rocko, Hammer speed set to 1.54 (Hammer was 1.5)
Storm, Thud speed set to 1.5 (Thud was 1.41)
Torpedo bomber metal cost reduced by 25%, HP increased 10%
Buzzsaw damage increased to 1900 (1750) since it was significantly
weaker than a Vulcan prior to this and that's never how it was
intended
Shields are now on-offable but block all plasma weapon fire,
including owned and allied units, are more transparent when weak and
more visible when strong
Shields are now much stronger but require the same amount of time to
fully charge (3 minutes); Hold-out time versus Bertha is 54 minutes,
versus Intimidator 51 minutes, versus Vulcan/Buzzsaw is 7 seconds
Shield metal cost reduced by 3000 (~6500->~3500), buildtime reduced
by 20000 (~95000->~75000), HP reduced by 1000 (~4000->~3000)
Construction kbot (L1+L2) speed reduced by 0.1
Construction vehicle (L1+L2) speed increased by 0.15
Amphibious construction vehicle handling improved, model sizes
decreased
Construction vehicle (L1+L2+Amphib) costs and buildtime reduced
Beaver, Muskrat corpses reshaped and retextured
Unit death/selfd explosions are now brighter
Anti-Air hovers have now been given depth charges which will only
target subs, also a short range sonar
Explosions generally improved
Juggernaut weapon damage increased 25%
Beaver ground track decals fixed
Arm Advanced Vehicle Plant footprint widened so they won't collide
if built right next to each other
Mod file structure altered for easy patching in the future
Vulcan/Buzzsaw stats redone based on a crazy formula for relative
firepower (the biggest change you'll see here is the HP boost)
Torpedo launcher metal cost reduced by 100
Shipyard HP increased by 500
http://prdownloads.sourceforge.net/ta-a ... p?download
http://www.fileuniverse.com/?p=showitem&ID=3556

Posted: 24 Jun 2006, 20:59
by Drone_Fragger
Hahah. Before you posted the link here, 1700 people had started downloading it from FU.

Posted: 24 Jun 2006, 21:09
by Min3mat
i despise where AA is going. each version you improve bugs and then completely alter the gameplay.

Posted: 24 Jun 2006, 21:10
by Caydr
No, that's the stats from 2.0... for some reason, when you upgrade, the download statistics aren't cleared. When I posted v2, I wanted to get an accurate reading of how many AA players there are, so I created a whole new listing rather than using the upgrade function.

How has the gameplay been "completely altered"? I see only bugfixes and some encouragement to go vehicle rather than kbot.

Posted: 24 Jun 2006, 21:17
by Min3mat
more health for shipyards for some reason.
changes to T3 for some reason.
a anti-sub-AA-hovercraft for some reason.
random autoheal changes for some reason.
a strange stupid bunker unit for some reason.
a buff for PW/Flashes for some reason.
advance fusion buff to make it useful (like you should ever need it)
changes to the buzzsaw for some reason.
massive changes to the shields for some reason.
changes to the torpedo launcher for some reason.

i think all of the above are damn silly.

Posted: 24 Jun 2006, 21:32
by Caydr
More health for shipyards: to help them survive a little better against the skeeter rush

Changes to T3: Vanguard lost some HP and some tracking ability versus fast units. It's an artillery unit, not a kill-all. Razorback costs reduced to make it more economical.

Anti-sub hovers have been requested for a very, very long time, and only in Spring are they possible in any realistic sense. The entire AA community does not consist of you, min3mat, alone.

Autoheal changes: a 5 unit boost to goliaths isn't much of a difference. It's just 20 to 25, and even Arm players think a Goliath should be the "ultimate" tank. Maverick's larger boost from 35 to 50 is because it was just not strong enough to justify its costs, especially in relation to Zeus.

The bunker unit was never even added, and it's not a bad idea. The ability to protect your Commander from bertha fire isn't an unreasonable request.

The buff to PW/Flash was already explained at length, and was a change of less than 5%.

Advanced fusion, you should never even need to build in a normal game. However, in the event that the game is evenly matched, lasts for a while, and you do need to build it, it is now actually cost-effective when compared with regular fusions.

Buzzsaw's DPS was lower than Vulcan's. That's never how it was intended to be, neither by myself nor by its original designers, Cavedog.

Shields were weak as hell, and there's an entire thread bearing that testimony. They could be brought down in about 2 minutes by a lone bertha, while costing 50% more than a bertha. Where's the balance there? There isn't any. It needed changing.

The torpedo launchers were too expensive to be useful at their intended task, early defense against submarines, skeeters, corvettes, and perhaps destroyers. They cost nearly as much as a Shipyard before (500 for torpedo launcher, 600 for shipyard), which is clearly too expensive when you would likely need at least 3 in order to effectively protect any given structure.

You need pills.

Posted: 24 Jun 2006, 22:08
by Pxtl
For the peewee/AK debate, I'd have rather just had the AK and PeeWee be equal in DPS and armour, but the Peewee be faster and the AK be longer range - that way microing-to-win is impossible.

Posted: 24 Jun 2006, 22:09
by Tired
Heh - look on the bright side, min3. At least now Core's got broken units, too. Whole faction was unplayable until what, 1.42? ~~

Then again, you're an Arm daisy picker. =.=

While not wishing to complain, 'cause Caydr's incredibly dedicated for someone not getting paid and who only rarely plays his own mod, I will agree with min3 to the degree that I'm puizzled by the sheer number of changes. AA since 1.42's been pretty stable. Because of the number of changes each time, each glaringly OP unit when fixed is only replaced by another OP unit. I don't mind, of course - kinda fun to adapt - but it'd probably be easier on you, Caydr, and on the players who're on less if the releases focused a little more on a few needed changes at a time. ~~

That being said, your mod's nofethingwhere near as out of balance as XTA is, and really it hasn't been since 1.14 or something. Good job, Caydr, and again, thanks. =)

*Note to XTA modders: Thanks for your work, too - really great visuals - but LLTs still suck unbelievably, and while Arm got a really cool new Commander, you made the Core Commander into a portable trash bucket. >.<

*edit: Oh, and I use Juggs whenever I go to tech 3. If anything, their armor alone made them overpowered. 25% more firepower and one's a near match for an Orcone. ~~

Posted: 24 Jun 2006, 22:12
by Drone_Fragger
When ARE the AA kbots being released then? I NEED THEM! :O

Posted: 24 Jun 2006, 22:13
by Drone_Fragger
And Make the panthers AA missle better, its next to worthless at the moment.

Posted: 24 Jun 2006, 22:23
by Min3mat
but the Peewee be faster and the AK be longer range - that way microing-to-win is impossible.
yeah you really shouldn't be rewarded for that difficult and hard to pull off piece of micro should you?

Changes to T3: Vanguard lost some HP and some tracking ability versus fast units. It's an artillery unit, not a kill-all. Razorback costs reduced to make it more economical.
...
its a T3 unit. it should hardly be seen. When it is seen it is effective but counterable. that is how it should be. why should this be changed. same for razorback
Anti-sub hovers have been requested for a very, v

ery long time, and only in Spring are they possible in any realistic sense. The entire AA community does not consist of you, min3mat, alone.
how many posts have you got requesting them? i see none here. water balance is crappy as it is (no i won't post specifics because EVERYTHING is borked. PLAY IT to find out!)

Autoheal changes: a 5 unit boost to goliaths isn't much of a difference. It's just 20 to 25, and even Arm players think a Goliath should be the "ultimate" tank. Maverick's larger boost from 35 to 50 is because it was just not strong enough to justify its costs, especially in relation to Zeus.
Gollies autoheal is now 25% better. that makes exponential changes considering the length of time it can survive.
The change to the mav...as much as it does make sense the way you are balancing it so the Mav dies more or less instantly to murderous assault fire but can do high DPS if well microed is good. However the extent of the autoheal doesn't need to be decreased, because like the goliath it really really changes the way the unit can be used! just lower costs and buildtime slightly so its cheaper than the zeus but dies to defenses . (a assault unit shold cost more than a skirmisher...right? xS)
The bunker unit was never even added, and it's not a bad idea. The ability to protect your Commander from bertha fire isn't an unreasonable request.
claoking whilst standing still costs how much e? you made the mod you tell us? what you don't know? begins with 1, ends in 0 has a 0 inbetween and consists of 3 numbers. it is a multiple of 20.
It is a seriously freaking dumb idea
The buff to PW/Flash was already explained at length, and was a change of less than 5%.
WHY make that 5% change? the PW DOES shread AKs instantly if they arent microed. AKs ARE hard to micro vs PW especially in small groups. YES the micro IS rewarding AND time consuming. YES this is a good balance. no need to make random changes.
Buzzsaw's DPS was lower than Vulcan's. That's never how it was intended to be, neither by myself nor by its original designers, Cavedog.
How the hell do you know what Cavedog wanted? :\ and why should you care, why are you spending time tampering with stupid units which should never be seen, even in a game with 2 equally skilled opponents.
Shields were weak as hell, and there's an entire thread bearing that testimony. They could be brought down in about 2 minutes by a lone bertha, while costing 50% more than a bertha. Where's the balance there? There isn't any. It needed changing.
The only reason to get expensive very big and obvious and targetable and weak berthas was to break down someone porcing. now with all the good defenses being popup, let alone the DDM!, they suck at that too. And now there is a cost effective counter as WELL...
The torpedo launchers were too expensive to be useful at their intended task, early defense against submarines, skeeters, corvettes, and perhaps destroyers. They cost nearly as much as a Shipyard before (500 for torpedo launcher, 600 for shipyard), which is clearly too expensive when you would likely need at least 3 in order to effectively protect any given structure.
They are supposed to be expensive. think how expensive lurkers are. think that 1 torpedo launcher can easily take 3 subs down. think about RPS and the fact that this really shouldn't be.

You need pills.
Even dumber than my argument

You are crazy.

At least mine is backed up...

Posted: 24 Jun 2006, 22:27
by Egarwaen
Drone_Fragger wrote:And Make the panthers AA missle better, its next to worthless at the moment.
*cough* Flak Truck *cough*
Caydr wrote: Changes to T3: Vanguard lost some HP and some tracking ability versus fast units. It's an artillery unit, not a kill-all.
It never was. There was one player who thought it was too good because one could take out a single PeeWee and a group of four could take out a group of PeeWees. There were a lot of players who thought it was completely fine.

Posted: 24 Jun 2006, 22:33
by Day
btw now that hawks and vamps lost their missile (a few versions ago)
why bother building them, the t1 fighters are better in everyway

Posted: 24 Jun 2006, 22:41
by Aun
Day wrote:btw now that hawks and vamps lost their missile (a few versions ago)
why bother building them, the t1 fighters are better in everyway
The lvl1 fighters aren't stealth and get hammered by the Phoenix AA weapon...