Page 24 of 77

Re: Complete Annihilation News

Posted: 01 Apr 2008, 18:38
by Pxtl
Perhaps an automatic structure that does what you describe for you? A "metal storage nanotower" that automatically builds features when you're close to max, and consumes them when you move away from max.

Either way, this is probably an idea better suited to a different mod.

Re: Complete Annihilation News

Posted: 01 Apr 2008, 18:41
by Jamuk426
The problem with metal storage is the fact that it is often only used to prevent excess from higher metal income. In most games the total metal for a player never rises very high. In order to build a new base quickly it would require you to halt other construction, as well as still being limited by your metal income.

Re: Complete Annihilation News

Posted: 01 Apr 2008, 18:45
by Crayfish
I find that it's important to expand your storage throughout a CA game, so that you can save up (or dump a massive reclaim) and afford to build large things very quickly.

Getting a lot of (full) metal storage blown up at one time is one of the most painful things that can happen. If that metal was to then go to your opponent it'd be game over.

Agree that this is a really nice idea for another mod though.

Re: Complete Annihilation News

Posted: 01 Apr 2008, 20:57
by Jamuk426
You're probably right. Just thought I'd throw it out there and see what people thought of it.

Re: Complete Annihilation News

Posted: 01 Apr 2008, 22:00
by overkill
Something like that is planned for my game.

Yeah it is CRUCIAL to have plenty of storage in CA...

Re: Complete Annihilation News

Posted: 01 Apr 2008, 22:02
by Jamuk426
Cool, I'll have to check it out. btw, what is it?

Re: Complete Annihilation News

Posted: 02 Apr 2008, 03:29
by overkill
Something noone should no about, except the little hint i give out. its still not nere completion, has no name. (7 units done)

Thus why i said "Planned" :P

Re: Complete Annihilation News

Posted: 02 Apr 2008, 19:15
by manored
At the moment CA storages are very cheap, so such a storage system would be too complicated and risky to be worth building.

If some people think that being able to steal resources would be a good idea of properly balanced, then I think that there should be something like a special unit instead of reclaimable storages :)

Re: Complete Annihilation News

Posted: 03 Apr 2008, 18:14
by fulcrum
Saktoth wrote:
BlueTemplar wrote:Isn't the ravager a T1 tank? If so, I'd say it's pretty much possible to have a lot of them on the battlefield... maybe the suspension complexity should be reduced a bit?
Its the most expensive t1 tank in the game, and even though its a main battle tank like the Stumpy, you arent going to see that many. Not 500, at least.
Talking about Stumpy - why it sucks so much, at least in 1574? It's one thing that they can't beat Ravagers, but they lose to 'Gators and even AK's as well...

Re: Complete Annihilation News

Posted: 03 Apr 2008, 19:17
by manored
gators cost 450m if I rebember well, and thats almost 2x more than stumpie, isnt it? :) Losing to aks is stupid tough...

Re: Complete Annihilation News

Posted: 03 Apr 2008, 20:52
by BlueTemplar
But what were the numbers involved?

Re: Complete Annihilation News

Posted: 03 Apr 2008, 23:25
by fulcrum
manored wrote:gators cost 450m if I rebember well, and thats almost 2x more than stumpie, isnt it? :) Losing to aks is stupid tough...
Umm no, Instigator = 150m, Stumpy 200m, Ravager 270m. Of course, Stumpy has almost 3* times the health of Instigator, but it is of little good since Stumpies have problems hitting them.

In general, CA suffers - in my opinion - from same basic problem as BA, namely that tanks are too tough compared to pathetic damage they deal to each other. This makes tank battles incredibly boring.

Re: Complete Annihilation News

Posted: 04 Apr 2008, 03:14
by BlueTemplar
At least you can have them fight for quite some time, and do something else meanwhile. Tanks are more for soaking up damage than dealing it.

Re: Complete Annihilation News

Posted: 04 Apr 2008, 12:42
by Saktoth
fulcrum wrote:In general, CA suffers - in my opinion - from same basic problem as BA, namely that tanks are too tough compared to pathetic damage they deal to each other. This makes tank battles incredibly boring.
Play Kbots. :|

Flash doesnt take much damage and deals a lot. Janus can 1-shot gators. Stumpy/Ravager have high HP for cost- they are assault, meant to be able to survive charging headlong into a defensive line. If you are using nothing but Stumpy/Ravager, and fighting nothing but Stumpy/Ravager, yeah they'll take a beating. But this isnt BA, there are a lot of other perfectly viable units.

Re: Complete Annihilation News

Posted: 04 Apr 2008, 18:51
by manored
Hum I tough with gator you meant the amphibious core vehicle :) Thats his name isnt it?

Anyway tanks are no good agaisnt other units indeed, but they have high hp with a decent speed, what makes em good to penetrate defenses and party in the enemy base :) Beside their slow moving shots dont miss buildings, what they are supposed to it...

On a side note, anti-swarm is pretty much the same as anti-mobile... at least, pretty much all anti-swarm units I know are good on battle against other mobile stuff.

Re: Complete Annihilation News

Posted: 04 Apr 2008, 20:13
by BlueTemplar
Riot tank vs zipper?

Re: Complete Annihilation News

Posted: 05 Apr 2008, 01:04
by fulcrum
Saktoth wrote:Play Kbots. :|

Flash doesnt take much damage and deals a lot. Janus can 1-shot gators. Stumpy/Ravager have high HP for cost- they are assault, meant to be able to survive charging headlong into a defensive line. If you are using nothing but Stumpy/Ravager, and fighting nothing but Stumpy/Ravager, yeah they'll take a beating. But this isnt BA, there are a lot of other perfectly viable units.
I do play mostly Kbot maps these days. Bot balance is lot more interesting that vehicle balance. Januses are indeed good lvl1 tank killers, but they are slow and really, really dumb and get stuck on trees and other stuff all the time. Anyway, on flat maps I don't think CA balance is all that different from BA - vehicles are mostly useless in defence, only viable strategy is attack as fast as possible. CA at least has some fairly effective anti-swarm turrets, but I don't think they change overall picture all that much. Well, I guess some people like it that way, I personally don't.

But since we got to Kbots, I'd like to do some more balance whining :mrgreen: I think T1 balance is ok, but on lvl2 Sumos are op (too fast?). There is really no point making Cans (shame, I think they're cute), and for Arm side, Sumos are really difficult to stop. Crabe particularly is too fragile, it dies easily to friggin LLT.

Re: Complete Annihilation News

Posted: 05 Apr 2008, 01:32
by Licho
As ARM against sumo try any kind of emp (bladewings, emp bombers, tick, emp spider, zeus).
It works like a charm :)

Re: Complete Annihilation News

Posted: 05 Apr 2008, 03:33
by Saktoth
Arm has a range of high-damage ranged weapons such as the Pene, Sniper and others to counter super heavy units like the Sumo.

Though, yeah, t2 balance isnt totally finished yet, and the general consensus is that bots are more fun to play and better on smaller maps than vechs.

Re: Complete Annihilation News

Posted: 05 Apr 2008, 15:35
by YamroZ
Hi I've spotted bug, and don't know where to post it. But I guess its a CA bug.

Here is a screenshot:
Image

As you can see two definetly land aircraft factories are built under the water.

The map name is Tangerine, Spring version 76b1, Mod CA in version 1604-stable.
The buildings belong to RAI 553.