Absolute Annihilation: Spring 1.46 - Page 22

Absolute Annihilation: Spring 1.46

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Egarwaen
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Joined: 27 Feb 2006, 21:19

Post by Egarwaen »

Chocapic wrote:either plant time wasting or res to waste on a second plant!
Plant time quickly stops being an issue, since you can have more than 14 ACVs assisting.
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ginekolog
Posts: 837
Joined: 27 Feb 2006, 13:49

Post by ginekolog »

Egarwaen wrote:
Chocapic wrote:either plant time wasting or res to waste on a second plant!
Plant time quickly stops being an issue, since you can have more than 14 ACVs assisting.
Come on, i dont mean to be harsh but i hope cydar wont change game mechanics (ACV's are same as in OTA) because we have some noobs whining over shadow.

ZOMG ACV has a big shadow, NERF IT :twisted:
Kixxe
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Joined: 14 May 2005, 10:02

Post by Kixxe »

Have anyone noticed that almost all Arm k-bots go toe to toe with Core k-bots?


i think this has been disscussed before, and i'm not saying that core k-bots suck, but they don't have the serius advantge i would except from then when i compare level 1 k-bots...

Sumos are extremly slow, and even more so when trying to climb things. Pyros are fragile, and die extremly fast to any kind of mediuml defence, dominator i have no qwals agsint, fatboy like so...

But arm gets snipers, an ultimate tatical unit, medium speed and can shoot down anything persuing it. Mavs EAT level 1 units with a yawn, Zues in numbers is 10 times more effctive then a Sumo.

Or am i doing something wrong with my armys?
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Forboding Angel
Evolution RTS Developer
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Post by Forboding Angel »

since the beginning of ota, core has always gotten the shaft kixxe. Reason being, is that most people play arm.

The flash tank is one of the most ridiculously overpowered units since the original game. Everyone knows this however, nothing ever gets done about it.

Arm players just say "use levelers". Well if oyu consider the rate of speed that the levelers possess, you realize that they are a piss poor option.

Ahh well, no point bitchong about things that will never get fixed. Moral of the story kixxe... Don't 1 v 1 using core playing an arm player. All the arm players has to do is pump out flashes and it's game over.
Konane
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Joined: 27 Jan 2006, 13:07

Post by Konane »

Pyros can be insane if you use them right, so can be sumos and cans so i dont think that core is worse than arm. But I agree that mavericks and snipers are overpowered. Ok snipers can be countered easily if you have LOS, but are still pain in the ass. They do have special damage vs L3 units right? I remember putting down a bantha with a couple of them with a little micro. Core could use some effective anti mech unit, but I can live with it.
Kixxe
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Joined: 14 May 2005, 10:02

Post by Kixxe »

I have no problems with Flashes, i just think that Core k-bots should be stronger then Arm, or have SOME kind of major advangte.


Core Vechiles have many things going for them, with arm having some troubles when faceing tremors and banishers and Goliaths...
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MR.D
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Post by MR.D »

Core always seems the harder team to play as, I've played Core almost religiously since I got into AA.

Core tends to have a very few # of units that are great Standalone fighting units, and then the real advantage is in those few specific units that seem to be Battle winners.

As far as Lvl1 goes, most units are pretty squarely balenced and there aren't many advantages on either Arm or Core.

Once you hit LVL2, thats where the differences slide apart.
Arm has more specialised and well rounded units at Lvl2, where Core has those few SUPER units that pretty much are a 1 man army.

Core in LVL2 has the exploiter Moho which almost insures its survival of metal income unless arty or planes start to pound it.

Core has the Sumo, Can, Cloaked Crawling Nukes, and Pyros as the mainstay Kbot units.

Core has the Goliath, Banisher Heavy rocket tank, and the Tremor as mainstay Vehicles.

And origionally Core was the only side with acess to heavy mechs, the Krogoth.

Alot of the problem with that is ARM can make dozens of units while you struggle to make those single heavy units for CORE.

I may be a little off on my rationale or judgment of the two sides, but thats always how its played out for me vs ARM players.

Each has its advantages and disadvantages, the fun is learning what unit serves a purpose when, you can never rely on 1 set of units to do the job so you can always keep your enemy guessing whats coming next.

Core can be easily as devistating as Arm, its just that more people play as arm just by default and never bothered or wanted to learn CORE tactics (btw eat ur damn spinage) or they just like to have the easier economy friendly units.

I think its more of a matter of just never takingn the time to learn how to use Core units effectively, so it always feels like ARM has the upper hand.

*** AND BTW***
If Core had a Warrior Class Lvl1 Kbot, that might change a few battles in favor of Core.

LVL2 antiair Kbots are still needed as well, it would just be nice to have any lvl2 Kbot antiair.
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BigSteve
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Joined: 25 Sep 2005, 12:56

Post by BigSteve »

Ive recently been playing core again after playing arm for a long time, I find it difficult to use core kbots but not so long ago myself and drex tested core vs arm bots and metal for metal core kbots came out on with almost every combination we tried, (I remember we didnt test sharpshooters though) me and drex are players of equal ability so the results didnt have anything to do with poor micro on mine or drexes part. Combining arm kbots is the key to owning core kbots and thats where arms kbot advantage lies I think

Mavs do eat level 1 units, they should they cost nearly 700 metal, I also barely ever build them... way to slow, no range low hp and armour, they just arent cost effective atall. Snipers are useful, but very slow and very fragile, you can find them and take them out with like 10 aks or instigators ifthey are in te open.
Core has a HUGE advantage over arm in the vehicle department - nothing arm has can compete with core here if the core stuff is microed properly, (apart from flashes, which are so rediculous at the mo its not even funny hehe) it is expensive but definatley worth it, I like playing arm and core now since core got its much needed boost last update, I and can win with both sides, tbh I think the 2 sides are very close to being perfectly balanced, you see alot more core players in game nowadays anyway, which is cool because there was a distinct lack of them a while back.[/quote]
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Aun
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Post by Aun »

I only use core lvl2 Kbots for Freakers, Pyros and Termites.... The other units don't seem to work for me well enough. =P
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MR.D
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Post by MR.D »

Termites biggest setback is their lack of range.
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Forboding Angel
Evolution RTS Developer
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Post by Forboding Angel »

termites are slow, have low range, do about 700 dmg per shot (which is a nice chunk), and cost 75% more than the arm spider.
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BigSteve
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Post by BigSteve »

And are waaay more durable - loads more hp and armour than fragile spiders
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FizWizz
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Joined: 17 Aug 2005, 11:42

Post by FizWizz »

Termites will maul Spiders (Recluses, actually) hands down, *if* they can get in range. Recluses are fast enough that a player can keep them from getting killed, but it takes them a long time (in relative terms) to kill Termites.
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Peekaboom
Posts: 94
Joined: 09 Mar 2006, 03:54

Post by Peekaboom »

Core Stuff:

I've been playing Core since the dawn of TA, and I've actually started using level 2 kbots a lot more. One thing that I've started doing that works REALLY well is using Freakers to build cans on the front lines. It really helps them get close. Regardless, I can't under estimate the prowess of cans. Having a line of them with morty's and dominators behind is quite effective against any arm kbot attack. Maverick's and the like die really fast to morty's/dominators.

A note about sumo's: Use them defensively like mobile heavy laser towers. If you think of them that way, then you'll realize that they can be used, spread out, to expand the forward edge of your defensive line, slowly creeping across the map.

ALSO:

Did anyone see/read my post a few pages back about fixing submarines? If anyone actually gives a dam about sea units (like I do) the problem appears easily solved.
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Deathblane
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Joined: 01 Feb 2006, 01:22

Post by Deathblane »

The nuke needs to fly higher or something. In the last game I played (On The Pass V2) I built an early surprise nuke attack only to have 3 out of 4 missile hit mountains on their way in.
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Min3mat
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Joined: 17 Nov 2004, 20:19

Post by Min3mat »

kixxe you pointed out your own mistake
CORE specialist vehicles, ACV with nice builpower, Tremor, Reaper, Goliath, Tremor.
ARM specialist kbots, Mavs, Snipers, FARKs.
ARM Vehicles are OK, get consul to compensate.
CORE Kbots are OK get freaker to compensate.
It is IMHO well balanced apart from flashes (although tremors are going to suck in the next version i think :()
.funkymp
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Joined: 23 Jan 2006, 22:48

Post by .funkymp »

how about making flash tanks build time a bit longer (say double build time) or up there price a lot?

got a couple of demoes from yesterday where i basically just spammed flash tanks - didnt even bother going level2 - its not pretty to watch but its effective.

regardless of people saying 'use levellers' etc at the moment theres no really good sufficient counter to flash tanks bar using flash tanks yourself. there a lot faster than the units people mention as counters - they take down hlts' pretty fast, same with llts (only need swarms of 10 or so). if you continually swarm flash tanks your enemy has no chance at all.
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TradeMark
Posts: 4867
Joined: 17 Feb 2006, 15:58

Post by TradeMark »

Tremors are the most annoying units in AA.
Their size should be doubled, and prize 3-4 times more.
Then it would not be so overpowered. (I play core only).
Last edited by TradeMark on 20 Mar 2006, 13:18, edited 2 times in total.
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NOiZE
Balanced Annihilation Developer
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Joined: 28 Apr 2005, 19:29

Post by NOiZE »

the changes proposed for next version seem sufficient to me (for changelog look a few pages back)

i ment for flashes

but caydr seems busy lately......
Chocapic
Posts: 556
Joined: 16 Oct 2005, 03:35

Post by Chocapic »

.funkymp wrote:how about making flash tanks build time a bit longer (say double build time) or up there price a lot?

got a couple of demoes from yesterday where i basically just spammed flash tanks - didnt even bother going level2 - its not pretty to watch but its effective.

regardless of people saying 'use levellers' etc at the moment theres no really good sufficient counter to flash tanks bar using flash tanks yourself. there a lot faster than the units people mention as counters - they take down hlts' pretty fast, same with llts (only need swarms of 10 or so). if you continually swarm flash tanks your enemy has no chance at all.
except for comms with frontline defense in choky point maps
eheh
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