Absolute Annihilation 2.11 - Page 172

Absolute Annihilation 2.11

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Caydr
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Post by Caydr »

I don't think there's a tag for "let the weapon hit friendlies but don't make it do damage"
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Machiosabre
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Post by Machiosabre »

I was thinking about one of the tags that allows weapons to go through friendlies, there were three different ones, one of which was: try and avoid hitting enemies but if it happens anyway, like it often does it passes through friendly units.

I figured you wouldn't really notice it because flames already go through everything.

edit: just read it in the other thread, it be 'collidefriendly'.
esteroth12
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Post by esteroth12 »

el_matarife wrote:I didn't even see the pilot light or the smoke from it on the pyro but it's possible I was zoomed out too far. The new pyro flame seems a lot longer in length. Did the weapon's effective range change at all? It might be a tad less damage since it didn't totally tear through stuff, but I didn't totally obsessively micro them like I usually do. Anyone else tried them on bases?
you can now set how long a flame wil continue after it reaches the point where it stops doing damage, and it defaults to 1.2, or 120% (so the flame got a 20% range increase, but the damage length is the same)
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Caydr
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Post by Caydr »

I overrode the default of that to 0.95, so it is actually very slightly shorter-ranged than it ought to be. However, it might seem like it's longer ranged because probably before I never had it configured "just right" so that the flames would actually reach their maximum potential range.

Submarine friendly fire:

I was thinking, sub friendly fire has been an issue in Spring since its earliest days. For some reason, subs just aren't as careful in their aiming as normal units. I want to fix this. How do you think it should be done:

1) weapon passes through friendlies
2) weapon passes through friendlies and will shoot regardless of friendlies would be hit (so, they always fire even if there's a boat in the way, but the boat won't be possibly be hit. Least realistic, but I don't think anyone actually cares)
3) leave it as-is
j5mello
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Post by j5mello »

#2 makes teh most sense as the subs would manuver to different depths to avoid hitting friendly forces (be they boats or other subs), that and it makes it much easier to use em.
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Caydr
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Post by Caydr »

~~~~

Expect 4 brand-new, never-before-seen units in the next release.
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Ishach
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Post by Ishach »

  • - Juggenaughts have been given VTOL aircraft capibilities and are built from the T1 air lab. Build time increased by 30
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Neddie
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Post by Neddie »

They better be AA Kbots and a pair of hovers.
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Caydr
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Post by Caydr »

Image
Equipped with 3 missile launchers and a flak cannon, the Archangel-class anti-air kbot goes where flak tanks cannot. It specializes in air defense in rugged terrain. Its three missile launchers fire at a pace roughly equal to two jethros, while its flak cannon fires a third the speed of a mobile flak tank.

Image
With its 8 missile launchers and flak cannon, the Manticore-class heavy anti-air kbot is a cross between a Crasher and a Can. As is typical of Core designs it is somewhat lacking in speed, but this is made up for with its superb armor and damage potential. Its missile launchers fire rapidly and accurately, but with less firepower than most missiles. This is offset by the increased chance of a hit, especially against aircraft equipped with flares. Its flak cannon is similar to the Archangel's.

Image
Structure - Arm "Tracer"

Image
Structure - Core "Nemesis"

All were made by scratch by myself, excluding the walk animations, which were ripped off similar units.
esteroth12
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Post by esteroth12 »

yes! AA KBots!

but... what are the structures? geo-detectors? (or whatever it was called)
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Das Bruce
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Post by Das Bruce »

They look like OTA engine units.
Archangel of Death
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Post by Archangel of Death »

I feel sorta special...

And yah, I'm guessing those are seismic detectors too esteroth.
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Maelstrom
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Post by Maelstrom »

Archangel of Death wrote:I feel sorta special...

And yah, I'm guessing those are seismic detectors too esteroth.
Theres a unit called the Maelstrom (See torpedo bomber or something for Core), I feel special to :wink:

Anyways, yay for the AA KBots, they are ownage.
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Neuralize
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Post by Neuralize »

Das Bruce wrote:They look like OTA engine units.
Just like every other AA unit :P
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Neddie
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Post by Neddie »

I was half right.
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Das Bruce
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Post by Das Bruce »

Neuralize wrote:
Das Bruce wrote:They look like OTA engine units.
Just like every other AA unit :P
They're all pretty ugly too. :P
danzel
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Post by danzel »

What would a seismic detector do?
Is it like a radar that doesn't rely on LOS and only detects moving units?
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rattle
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Post by rattle »

Yeah. When an enemy unit is in range it displays red pings where the enemy unit is SUPPOSED to be, so it's not a 100% accurate but you'll get the idea. It's a neat little feature which most certainly will draw your attention. Combine the seismic detector with a null weapon which plays a sound everytime it fires and you've got yourself an early warning system.
No wait. Weapons need LOS. Forget that. :P
Egarwaen
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Post by Egarwaen »

I like those AA Kbots, especially the Manticore.
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Foxomaniac
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Post by Foxomaniac »

<3 AA Kbots.

I'm guessing the two new structures are replacing the Hyper radar? as a supar duuuuppar siesmec radar?
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