Absolute Annihilation 2.11 - Page 21

Absolute Annihilation 2.11

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unpossible
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Joined: 10 May 2005, 19:24

Post by unpossible »

can kroggies walk on water? allegedly the orcones can.. :shock:
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Soulless1
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Joined: 07 Mar 2006, 03:29

Post by Soulless1 »

pretty sure they're both amphib
wazzledoozle
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Post by wazzledoozle »

unpossible wrote:can kroggies walk on water? allegedly the orcones can.. :shock:
I walked an orcone across the water on supreme battlefield :-)
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Cheesecan
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Post by Cheesecan »

wazzledoozle wrote:Why did you make orcones/krogs able to walk over fortifications? That added a balance to them.
Cuz they're frekkin huge and *probably* weigh more than your mom? :roll:
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Min3mat
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Post by Min3mat »

and another brainless answer
Jesus christ, go play XTA then. Caydr is providing a wonderful mod for a wonderful game, all for free. If you don't like it then don't play it.

Caydr, keep up the good work, you have my support.
*because Caydr did it he is right*
*it is free* so obviously he doesnt have to try to balance it
it's a wonderful mod...
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unpossible
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Post by unpossible »

so if they can walk on water why don't they just fly? :P
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Day
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Joined: 28 Mar 2006, 17:16

Post by Day »

I concur, we need flying krogs!
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Rayden
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Joined: 01 May 2005, 13:15

Post by Rayden »

and its CAYDRS MOD, YOU DON'T LIKE IT, MAKE YOUR OWN. OKAY?
Ok, Drone Fragger i await the next change you don't like and we will see if you still have the same attitude :twisted:

And btw. even the god-like Caydr can do mistakes, i'm not referring to something special just in general.
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Machiosabre
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Joined: 25 Dec 2005, 22:56

Post by Machiosabre »

on a completely different subject, I think the behemoth(geo-plasmabattery) needs looking at, it's such a cool unit but it's pretty useless atm.
It's just very expensive, weak and horribly inaccurate that you'd be better of making a toaster for 500m less or a doomsday for 500m more depending on what you want to do.

It's usefull sometimes on maps with a buttload of geos but nowhere near as usefull as the prude in any way.

edit: maybe if it had high traj it'd be better, because then it'd have some use behind hills and triple high traj bullets would be quite an asset.
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Min3mat
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Post by Min3mat »

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Zenka
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Post by Zenka »

[off topic]
Hmm, Min, you may win from me on a 1v1. But don't make* me peewee riot you from the boards and spike your head on a stik and put it in Caydr's backyard.

*Little late now. Guess you'll have to wait for the texture of the kbot remake. I've some ninja's to hire first, and they are hard to find.
[/offtopic]

Are krogs and orcones still transportable by heavy transport airplanes?
I once resucected an orcone with rez-subs and walked it back to the other shore. They move so slow, It impresses me they don't rust.
Last edited by Zenka on 25 Jun 2006, 13:54, edited 1 time in total.
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Min3mat
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Post by Min3mat »

my paint skillz > all tbh
even ninjas (unsure about PW ninjas but i can certanily hadnel Ak ninjas! ;P)
hawkki
Posts: 222
Joined: 01 Jan 2006, 19:47

Post by hawkki »

I think the buff for the shield generators was one of the best changes for a long time. It always ruins the gameplay when someone starts bombing you with a bertha, and these shields make the game much more right-on instead of just bombing with ballistic weapons.
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Min3mat
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Post by Min3mat »

yeah those goddamn berthas are SO hard to kill. they have like a MILLION hitpoints, and anti EVERYTHING armour. They also are REALLY SMALL, and INSANELY destructive and accurate.
[/sarcasm]
popups can be used to pretty effectively counter them, let alone their cost in units etc. they used to be useful but with a effective counter to a shield they will suck at the one role they could be used for...porc breaking >.<
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Drone_Fragger
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Post by Drone_Fragger »

snip -moderator
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krogothe
AI Developer
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Post by krogothe »

Krog Rules! -moderator
Last edited by krogothe on 25 Jun 2006, 15:48, edited 1 time in total.
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Drone_Fragger
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Post by Drone_Fragger »

snip, stop being mean to drone because of crap caydr does, k? -moderator
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EXit_W0und
Posts: 164
Joined: 22 Dec 2005, 01:33

Bunker

Post by EXit_W0und »

Since you're still mulling over the idea of adding a bunker structure i have an idea which might prevent it becoming a '20,000 HP d-gun turret' while still allowing units to fire from within.
You could disable command fire weapons from being used within the bunker, a slightly lengthier solution would be to have a list of weapons/units which cant fire inside the bunker - e.g. starburst missiles. Obviously you'll want to have footprint restriction so you can't hide goliaths or super units in there.

Although if allowing units to fire inside the bunker isn't going to happen could it have some basic repair functionality instead?

Please don't dismiss this just because its something new, i realize its the human condition to fear all change. :P
Last edited by EXit_W0und on 25 Jun 2006, 15:17, edited 1 time in total.
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Drone_Fragger
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Post by Drone_Fragger »

Oh, and some of the people think Caydr is insane.

[14:11:19] <[PHP]TehPwnage> Drone, we're treating Caydr as one not in control of his own mind.
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NOiZE
Balanced Annihilation Developer
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Joined: 28 Apr 2005, 19:29

Post by NOiZE »

87 % to a lock.
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