
Absolute Annihilation 2.23
Moderator: Moderators
What about adding the DepthCharge to the Corvettes, and removing it from the destroyer?
Ths would make the destroyer the strong Ship-Ship and Ship-Shore King of LVL-1, and put the corvette in a support role.
Corvette's don't have the range to do a Strong SHore assault, but they would be perfect in a support role.
Skeeter = harassment, scout, light AA |baby laser + Aa missles
Covettes = Support , Short range cannons + Depth Charges
Destroyers = Main Assault unit = Deck Laser + Long range guns.
It makes for a much More rounded Naval system if you look at it in those terms.
It also removes the DO-ALL features of the Destroyer and breaks it down into an ordered Navy for LVL-1.
Ths would make the destroyer the strong Ship-Ship and Ship-Shore King of LVL-1, and put the corvette in a support role.
Corvette's don't have the range to do a Strong SHore assault, but they would be perfect in a support role.
Skeeter = harassment, scout, light AA |baby laser + Aa missles
Covettes = Support , Short range cannons + Depth Charges
Destroyers = Main Assault unit = Deck Laser + Long range guns.
It makes for a much More rounded Naval system if you look at it in those terms.
It also removes the DO-ALL features of the Destroyer and breaks it down into an ordered Navy for LVL-1.
+1 (as long as the depth charges are not too powerfull)MR.D wrote:What about adding the DepthCharge to the Corvettes, and removing it from the destroyer?
Ths would make the destroyer the strong Ship-Ship and Ship-Shore King of LVL-1, and put the corvette in a support role.
Corvette's don't have the range to do a Strong SHore assault, but they would be perfect in a support role.
Skeeter = harassment, scout, light AA |baby laser + Aa missles
Covettes = Support , Short range cannons + Depth Charges
Destroyers = Main Assault unit = Deck Laser + Long range guns.
It makes for a much More rounded Naval system if you look at it in those terms.
It also removes the DO-ALL features of the Destroyer and breaks it down into an ordered Navy for LVL-1.
- Machiosabre
- Posts: 1474
- Joined: 25 Dec 2005, 22:56
Cabbage Wrote:
Just thought i'd mention it again since everyone ignored it ^^Been messing around with the antiair kbots a bit? A group of 5 worth less than 2,500 metal can kill a krow worth - i think - about 6,000 metal? Two krows can take them all out if you pay attention however. The core ones are also just as powerful. I'd suggest keeping their costs the same, but maybe reduce the firing rate of their missiles a little, as thats where most of the damage is coming from. 5 sets of 3/4 missiles hitting a krow at the same time does a surprising amount of damage Razz
If you mix in a Radar plane or two, you can really throw alot of the missiles off as you know, and the low rate of fire flak cannon they have is spot on i think. Just slow the rate at which the missile salvo's are fired perhaps.
Edit: Whoops! It's not just Krows the chew up either ^^
I dont' see why this is necessary or even a good idea.raneti wrote:i would like nanoturrets to be able to build other nanoturrets
why not just have the 1 con build 4 or 8 or 16 nanos in a queue and have the first nano guard him? If you can afford to spam nanos you can afford to have one con dedicated to building them.
nanos building nanos just sounds like a SM thing.
next friday as in 1 week from now? that sounds decent.Caydr wrote:I'm going to wait a little while before the next release, I'd like to make it a significant improvement rather than just another quick bugfix.
I'll try to get a changelog up by next wednesday and a download available by next friday.
The biggest thing is the commander not using the dgun properly when he's trying to laser, it makes a big diff in 1v1s especially.
I was testing with Zirijin last night, and these are the changes I can remember.
Subs turn quicker.
Sub torpedoes turn quicker(?).
Corvettes have a substantially higher topspeed.
Corvette energy cost increased 1000 or so.
Destroyers have 5% less turnspeed.
This suddenly gives you a reason to build corvettes, as they move alot quicker than destroyers and can outmanoeuvre them. Energy cost boosted so they werent as easy to rush with.
Destroyers got the -5% turn speed so they lost a bit of agility when reacting to submarine attacks.
I think Destroyers might have been planned for a lower acceleration for the reason above as well, but i'm not sure.
Subs turn quicker.
Sub torpedoes turn quicker(?).
Corvettes have a substantially higher topspeed.
Corvette energy cost increased 1000 or so.
Destroyers have 5% less turnspeed.
This suddenly gives you a reason to build corvettes, as they move alot quicker than destroyers and can outmanoeuvre them. Energy cost boosted so they werent as easy to rush with.
Destroyers got the -5% turn speed so they lost a bit of agility when reacting to submarine attacks.
I think Destroyers might have been planned for a lower acceleration for the reason above as well, but i'm not sure.
Caydr, I will officially (in a way) hijack your mod sometime on saturday. I will make my custom weapons and armor fill the slots and merely use your models and their scripts for a short time.
This mod is getting better and better (As are many others, too) and I would like to see it continue gaining force. You'll never be finished tweaking balance, though
It's just one of those things that can't be perfect.
This mod is getting better and better (As are many others, too) and I would like to see it continue gaining force. You'll never be finished tweaking balance, though

It's just one of those things that can't be perfect.
You do understand the commander script is full of shit atm?Caydr wrote:I'm going to wait a little while before the next release, I'd like to make it a significant improvement rather than just another quick bugfix.
I'll try to get a changelog up by next wednesday and a download available by next friday.