Absolute Annihilation: Spring 1.46 - Page 3

Absolute Annihilation: Spring 1.46

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Andreask
Posts: 282
Joined: 16 Dec 2005, 21:08

Post by Andreask »

No no no. What he says is, that when you launch a nuke, the anti-nuke intercepts it over the base of the player launching the nuke and the offensive player gets hit by his own nuke.

Solution: Kill the enemy anti-nuke first.
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Nemo
Spring 1944 Developer
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Joined: 30 Jan 2005, 19:44

Post by Nemo »

Caydr, a unit suggestion:

A cheap missile silo (buildable by level 2 cons) that builds and fires a missile that clears all the wreckage/trees in its AoE. Interceptablility wouldn't really matter, since it wouldn't do any damage to units or buildings, just wipe out any wreckage/DT/trees/rocks that it impacts (actually, it would probably be bad if it triggered anti-nukse). Moderately expensive, say the silo costs a little less than a guardian, and the missle costs about as much as two rockos to build.

If its cheap enough, I think it will fill a useful niche: chokepoints are very easy to create in Spring, and this would help to clear out clogged areas before assault, as well as help starve an enemy of metal. Range would depend on how useful you wanted it to be. I'd say about 1.5 the range of a punisher in low trajector mode, but that's just a guess.
.funkymp
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Joined: 23 Jan 2006, 22:48

Post by .funkymp »

^ use con planes to reclaim the wreckage or farks
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Guessmyname
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Joined: 28 Apr 2005, 21:07

Post by Guessmyname »

I like the idea. Also some sort of "flare" launching unit - where the flare is an interceptable missile that does no damage to anything - would be fun: seeing where anti-nukes are and making the enemy use them all up would add some interesting stratagies.
.funkymp
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Joined: 23 Jan 2006, 22:48

Post by .funkymp »

another thing - wreakage/rocks = metal

so reclaim it thats what its there for :lol: why you'd want to remove it - ive no idea. its there to boost your eco
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BigSteve
Posts: 911
Joined: 25 Sep 2005, 12:56

Post by BigSteve »

Seeing as the level1 game seems to last a lot longer now how about adding a couple of units to each side ? Im starting to get really bored of rockos and thuds, thers only so many ways you can use those units
pweeeese :)
if you do, give arm the best ones cos I love arm! hehe
(thats a joke btw)
I could just see 50 core players ready to burn me! hehe

A cool idea i had would be to give arm (my fav) a kind of disrutpor bot thing that makes enemies turn on one another for a limited time? hehe that'd be cool, it would fit in with arms emp stuff i suppose - obviuosly adding an equally cool core unit too of course!

or

How about an old granny kbot, she can stealth and creep up behind units, whack them on the head with her umbrella and capture them with her portable nano lathe she keeps in her handbag ;)
She can even have a taunt move where she shakes her fist in the air like most grannies do in the street when you throw fireworks at them :)
again - just joking - I would never throw fireworks at a granny....
they're too expensive - rocks do just fine hehe :)
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Forboding Angel
Evolution RTS Developer
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Joined: 17 Nov 2005, 02:43

Post by Forboding Angel »

I think it would be cool if core had a fast capture bot for lv 1 structures/units. Something equally unique for arm.
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BigSteve
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Post by BigSteve »

The granny! use the granny! its genius - she can have a blue rinse and everythin!
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Nemo
Spring 1944 Developer
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Post by Nemo »

Why would I want a wreckage remover?

Okay, picture this:

You're skirmishing with your enemy, the line isn't really moving around all that much, but its becoming more and more filled with wreckage. Any con units you send near it are instantly blown to bits by their defensive guns. You want to attack with that huge super-horde that you've been building up, but they can't get through the wreckage. There's no real way around this problem, which allows you to create tank traps, so to speak, and block off entire sections of the map with dead units.

Or, this: you mount an attack on the enemy base. The map is fairly small and low in metal, so every bit counts. Your attack does some good damage (kills a factory, maybe a few turrets) but doesn't quite finish the job. Now, you're way behind in the metal race. With this unit, you could send a metal-wiper missile into their base, and clear all the wreckage away, which makes the damage your attack did really HURT.

Of course, this would need some expense/buildtime/limited range to balance it, but I think it would be very cool, and fill a niche.

If I have control of the wreckage field, I absolutely want to reclaim every bit of it. But if I don't have control, I want to deprive my enemy of every bit that I can, or make him really work for it.
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TheRegisteredOne
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Joined: 10 Dec 2005, 21:39

Post by TheRegisteredOne »

Nemo wrote:Why would I want a wreckage remover?

Okay, picture this:

You're skirmishing with your enemy, the line isn't really moving around all that much, but its becoming more and more filled with wreckage. Any con units you send near it are instantly blown to bits by their defensive guns. You want to attack with that huge super-horde that you've been building up, but they can't get through the wreckage. There's no real way around this problem, which allows you to create tank traps, so to speak, and block off entire sections of the map with dead units.

Or, this: you mount an attack on the enemy base. The map is fairly small and low in metal, so every bit counts. Your attack does some good damage (kills a factory, maybe a few turrets) but doesn't quite finish the job. Now, you're way behind in the metal race. With this unit, you could send a metal-wiper missile into their base, and clear all the wreckage away, which makes the damage your attack did really HURT.

Of course, this would need some expense/buildtime/limited range to balance it, but I think it would be very cool, and fill a niche.

If I have control of the wreckage field, I absolutely want to reclaim every bit of it. But if I don't have control, I want to deprive my enemy of every bit that I can, or make him really work for it.
bulldozers!
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Isaactoo
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Joined: 08 Dec 2004, 21:53

Post by Isaactoo »

Bulldozers go through any destructible feature (including fort-walls)...not that that is bad as long as it's not over-powered in speed/armor. Now it's possible with the impulsefactor tag to not have the explosions burrow it into the ground. It would certainly fill a new roll.

An idea for a lvl. 1 unit: Arm could have a slow paralyzing crawling bomb and perhaps Core could have a crawling bomb that creates somewhat broad wreckage which catches on fire. It would damage units that walk through the fire.
Chocapic
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Joined: 16 Oct 2005, 03:35

Post by Chocapic »

as for wreckage in AA bulldogs walk straight over it... (thus removing it to a plain wreckage or either removing it at all)
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Quanto042
Basically OTA Developer
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Joined: 22 Feb 2006, 03:01

Post by Quanto042 »

I really like the idea of a wreckage removal missile. I think that would be an awesome addition. But the biggest thing that erks me about AA is that the HLTs have a drastically reduced effectiveness as compared to OTA. I was disappointed to find that a full array of HLTs was nearly worthless in my defensive attempts to protect my base from even small tank rushes.

Call me old-skool, but i loved the days in OTA when an HLT would rip a bulldog or rapier to shreds in seconds.
Now im not asking to make the HLT that powerful, but it would be nice to make it worth my time and resources to build, especially when i can't afford to build a guardian or punisher.
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FizWizz
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Post by FizWizz »

The HLTs are decent if you put them in small arrays. DTing them also helps too.
Kafetist
Posts: 20
Joined: 05 Feb 2006, 16:24

Post by Kafetist »

When OTA-AA had lemmings, I thought that beamers and HLLT were only for them :-) Nowdays, the flea is the only thing resembling lemming, and doing a helluva bad job at it ; ) [ok, AK is a bit lemmingish too, And worth the trouble too (like, yeah, it's a great idea to build a flea, if you're gonna attack in the first three minutes {yep, tried massing 'em, multiple times...})]

Oh, the hell, didn't realise Pack0s and SAMS were good =) gotta check 'em out IF they reappear. Isn't my loss anyway ; D

p.s. how about tier 3 construction unit, which'd make tier 2 things, but fight like a bulldog too! a good, big and ANGRY bulldog it is!
Last edited by Kafetist on 22 Feb 2006, 06:24, edited 1 time in total.
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SwiftSpear
Classic Community Lead
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Joined: 12 Aug 2005, 09:29

Post by SwiftSpear »

I'm a against a wreak removing missle. It's just asking people to comm bomb and then erase the wreak a second later before there's a chance to reclaim or ressurrect it. Com wreaks and kroggie wreaks are worth way more then the inconvienience of being stopped up to a small degree. A bulldozer is a far better option because it prevents players from using it to high value wreaks that they drove headlong into enemy territory. It encourages careless play.
.funkymp
Posts: 77
Joined: 23 Jan 2006, 22:48

Post by .funkymp »

Nemo wrote:Why would I want a wreckage remover?

Okay, picture this:

You're skirmishing with your enemy, the line isn't really moving around all that much, but its becoming more and more filled with wreckage. Any con units you send near it are instantly blown to bits by their defensive guns. You want to attack with that huge super-horde that you've been building up, but they can't get through the wreckage. There's no real way around this problem, which allows you to create tank traps, so to speak, and block off entire sections of the map with dead units.

Or, this: you mount an attack on the enemy base. The map is fairly small and low in metal, so every bit counts. Your attack does some good damage (kills a factory, maybe a few turrets) but doesn't quite finish the job. Now, you're way behind in the metal race. With this unit, you could send a metal-wiper missile into their base, and clear all the wreckage away, which makes the damage your attack did really HURT.

Of course, this would need some expense/buildtime/limited range to balance it, but I think it would be very cool, and fill a niche.

If I have control of the wreckage field, I absolutely want to reclaim every bit of it. But if I don't have control, I want to deprive my enemy of every bit that I can, or make him really work for it.

crwaling bombs clear wreakage, or if your core just cloak a skuttle and poof its all gone

good points though
Denied
Posts: 9
Joined: 14 Feb 2006, 03:19

Post by Denied »

sorry if im wrong(like i always am :P) but how is the "Dragonfly Stealthy armed transport" stealthy? there is no on/off switch for it and im sure it shows on radar.
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Caydr
Omnidouche
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Post by Caydr »

It's got the stealth=1; tag, meaning that it *should* be radar invisible. I haven't taken any notice as to whether it actually works in Spring though. Remember that while the transport is stealthy, if it's carrying something, those things are probably not.
Journier
Posts: 214
Joined: 24 Jan 2006, 19:15

Post by Journier »

i really dont see the reasoning to get beamers back.

Nor the HLLT

the new HLT, is now very amusing vs lvl 1, since it outranges most everything.

Id rather have the 1 hlt, which has long range and good attack power.

and i believe it costs 350 metal? thats cheap. in my last 5 games every time i build one, it takes out 3x that in defense of an area, over the length of the game. They are great, and would be better suited mixed in to your base to become raid proof. LLTs i still spam around in my base mid game when i dont care about the cost. they are great vs anything fast that wants to run into your base and kill economy.

Ive never seen beemers own spammed spiders... never. unless you are talking emp spiders?


For the range it has and firepower the Heavy Laser tower , is going to be much more effective than beamers, or HLLT's.

I sorta agree with the lvl 1 anti air, the packo etc... but i dont agree that much, they were annoyingly hard to kill, but did such little amounts of damage. to air, that if you didnt mass them on the way into your base, they werent going to stop any concentrated air attack from getting into the inside of your base.

I had 1 game where they kept stopping lvl 2 air, there had to be about 20-30 (I lost the replay, had to reformat) Packo's guarding the guys base, and nothing could live long enough to drop bombs and get past them.

right now my anti air defense at my forward base- consists of 5 missile towers, along with 1 chainsaw for long range bomber hits. If i know the enemy is going air. if not the chainsaw wont be there.

if the enemy is going air +land, hes going to be spending alot more on planes than you are on air defense. unless you get carried away. Ill missile turret my base up in lvl 1 probably 10 missile turrets spread around important parts of my base, Thats If i know the enemy is going air heavily in lvl 1.

and you are going land +anti air, you should always have a more powerful army on the ground. hence you not loosing your anti air, if you kept alert with your army running around, and keeping the guy with the planes on the defensive.

chain saws do good in lvl 2 vs bombers, and fighters. thats about it :)

hmm i know im missing something, hmm


I will say this though, this mod needs a single release going towards the issue of cost balancing, there are some akward price differences between cores and arms similar units. each side getting advantages and disadvantages.
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