Page 26 of 59
Posted: 26 Dec 2005, 07:23
by Dragon45
Fusion's explosion needs to be a LOT bigger. It currently doesn't do a whole lot.
Posted: 26 Dec 2005, 16:46
by Dwarden
so ... in other words ...
in future what units will be able help construct or repair except nanolathing towers and normal construction units ?
Posted: 26 Dec 2005, 19:57
by Caydr
Um... In other words, construction kbots, vehicles, planes, subs, seaplanes, hovercraft. Also Consul, FARK, and Freaker. And commander. And nano turrets... hmm..... I think that's all of them. Basically just as it was in OTA.
Posted: 26 Dec 2005, 21:09
by Dwarden
thx that was what i awaited :)
Posted: 27 Dec 2005, 04:18
by Forboding Angel
ok well arm has a vehicle assist bot called the consul
it would be nice if core got one too
By making techforges non standard for aa you have opened a can of balance problems.
I was kinda looking forward to new version with boosted llt's but it seems as if arm vehicles just got a huge advantage.
BTW something you should think about... when you have more than 3 con vehicles helping build a line of things (like windgens and adv solors) the other vehicles get in the main ones way to the point that the line won't be built.
Mine layers help alleviate this problem because they are small.
Maybe you could increase the nanolathing range on con vehicles?
BTW in answer to your message to me in TASClient
The freaker is not a vehicle
Arm:
Nanotower Lv1
Fark: kbot
Consul: vehicle
Core:
Nanotower Lv1
Freaker: kbot
No lv2 vehicle assist
Posted: 27 Dec 2005, 20:17
by Dragon45
Let me say once again: The fusions need to have a lot bigger explosion! They need to go BOOM! :D
Oh, and is there any way to have an off button for the bertha-deflectors (keepers, etc) ? I just lost a game because there was an L3 kbot attacking my base, i went with my comm to dgun it, but my DGun wouldnt fire because the darn bertha shield kept deflecting the L3 kbot's plasma shots (was a krogtaar, IIRC.
Posted: 27 Dec 2005, 20:27
by Caydr
At this time it's impossible to turn off deflectors via script or any other means. So, they're on permanently. If you had a krogtaar attacking your base, and your sole defense was a plasma deflector and your commander, it was game over anyway.
Fusion explosions are exactly as they were in OTA... what's wrong with them?
Forboding: arm gets a consul vehicle and a fark kbot. core just gets the freaker kbot. Unbalanced? No, not when you consider that the consul can't climb anything and therefore can't set up defenses on mountaintops, etc. It's fine. If everything is identical on both sides, we might as well have just arm or just core. If you want a simple build tree where you don't have to go out of your way to get a side's most interesting units, play the forged variant. I realize it's broken now, but with 1.31 it won't be. In meantime, you could play 1.25-f. If you've already deleted it, check the AA page on sourceforge, all the old versions are there for reference.
Posted: 27 Dec 2005, 21:18
by Forboding Angel
I understand not being identical.
but how about balance?
the freaker does not balance out the fact that core has to climb 2 tech trees to get an assist bot (if vehicles were the main priority), wheras arm can stay vehicles and be able to build lv2 structures more quickly than core can, because of the assist vehicle.
Many times people are very idealistic, but being idealistic is not enough. You (meaning everyone) have to think about the fact that a very minute change can have a huge affect on balance.
Posted: 28 Dec 2005, 04:26
by Caydr
Irrelivant. It simply means that one side has a small advantage on certain maps while the other side has a small advantage on certain maps.
On almost any map it's a good plan to have both kbots and vehicles. Vehicles are ideal for base-crushing, while kbots are very suited to sneaky things like over-the-hill attacks, etc.
Final changelog:
Code: Select all
1.3 --> 1.31
"Shodan", "Blocker", "Radical" removed, bringing
total unit count down to 393
Arm and Core HLT damage boosted to 185 (150, 175)
Arm "Spider" speed reduced to 2.2 (3)
Arm "Spider" firing rate reduced to 1.75 (1.2)
Arm "Spider" is now truly all-terrain, with a
proper spider movementclass
Arm "Spider" size doubled
Arm "Spider" costs and HP doubled
Core "Sumo" movement speed reduced to 0.5 (0.6)
Core "Sumo" firing rate reduced 15%
"Bulldog" metal cost increased to 944 (824)
"Bulldog" armor increased to 5400 (5000)
"Goliath" metal cost increased to 1207 (967)
"Goliath" armor reduced to 5800 (6000)
Core "Bladewing" firing arc fixed
Increased d-gun cost to 500 energy per shot (400)
Decreased d-gun firing rate to 1.5 (1.2)
"CORE_LASERH1" weapon class removed
Heavy laser turrets now do reduced damage vs
aircraft, as it should be
Mercury/Screamer damage doubled to 2000 (1000)
Mercury/Screamer range increased to 3200 (2200)
Mobile flak firepower reduced about 40%
Moho Exploiter now fires all rockets from the
correct place
Deflector repulsion force halved
Transport hovers can now load and unload properly
Construction ability of rezzers, minelayers reduced
Anti-air hovers fixed
Core "Juggernaut" HP increased to 45000 (36000)
Core "Juggernaut" metal cost decreased to 10795
(12795)
"Krogoth", "Orcone" HP both boosted 10000 units
Amphibious and hovercraft units' climbing abilities
improved
Crawling bombs are transportable again
Crawling bombs do reduced damage to other crawling
bombs
Scout hover firepower reduced 10%
"CORSH_WEAPON" weapon class eliminated
Nano tower buildtime reduced by 1000
Nano tower energy cost reduced by 1000
Nano tower metal cost reduced by 75
Forged variant missing COB file error fixed
http://files.filefront.com/AASpring131z ... einfo.html
Posted: 28 Dec 2005, 05:32
by Fanger
Why were the radical and blocker removed... they didnt seem that useless to me, or were they overpowered... just seemed sort of random compared to the rest of the balance type changes..
Posted: 28 Dec 2005, 05:37
by SinbadEV
I have just thought of a way to make deflectors "off-able", might be the wrong place for it.
you make a factory that costs as much as a deflector tower, call it a deflector station, it can insta-build one stationary deflector within itself for 0 cost, and the deflector tower can be self destructed instantly with no splash damage... could possibly even script the factory to destroy the tower itself when it's turned off, and build it automatically when it's turned on, but that's not something I know can be done.
Posted: 28 Dec 2005, 08:07
by Forboding Angel
caydr, hats off to you.
it's great, simply great.
HLT change is kick ass.
thanks dude :D
Posted: 28 Dec 2005, 09:55
by Caydr
Can anyone verify for me that moho exploiters fire all their rockets from the right spot? It's not actually important or anything, but I got to thinking and I'm not sure if I included the fixed script.
Posted: 28 Dec 2005, 14:57
by Andreask
You made the Goliath and Bulldog even more even with this version.
Is there any reason for it?
I thought the Golly is supposed to outclass arm´s tanks.
And by God i loved the Radical! Cheap enough to build when time is short and more range then a HLT. Too bad its gone, fitted right between HLT and Guardian.
Posted: 28 Dec 2005, 16:09
by raikitsune
god bless you for making walking bombs transportabel. god bless you.
Posted: 28 Dec 2005, 16:44
by Andreask
Caydr wrote:Can anyone verify for me that moho exploiters fire all their rockets from the right spot? It's not actually important or anything, but I got to thinking and I'm not sure if I included the fixed script.
They do fire rocktes from all four tubes. Its all good.
What disturbs me, is that their build-pic is labeled "decoy" which makes no sense and actually had me thinking that i somehow could not find the armed moho-mines. Why not just include a Pic of the armed mine, like it is with the armed mexes?
Posted: 28 Dec 2005, 17:33
by Forboding Angel
caydr didn't you increase the range of the hlt?
Posted: 28 Dec 2005, 19:04
by Dragon45
Agreed with the crawling bomb thing, good to see that Atlas-bombing is a viable strat again.
However, I dont think that having heavy lasers do reduced damage versus aircraft is a good idea. They barely hit aircraft as it is, and just makes them even less effective.
And I'm With Stupid in that Golly should have a big advantage over all Arm tanks. Bulldog needs to be toned down; arm is NOT supposed to havea Big Tank counter v gollie.
Posted: 28 Dec 2005, 21:28
by SwiftSpear
Dragon45 wrote:Agreed with the crawling bomb thing, good to see that Atlas-bombing is a viable strat again.
However, I dont think that having heavy lasers do reduced damage versus aircraft is a good idea. They barely hit aircraft as it is, and just makes them even less effective.
And I'm With Stupid in that Golly should have a big advantage over all Arm tanks. Bulldog needs to be toned down; arm is NOT supposed to havea Big Tank counter v gollie.
This isn't XTA where goli's get unmidigated ownage VS all things that move on the ground. The goli is more powerful then the bulldog the last time I checked, just you need a more or less equal ratio to take advantage of that power.
Posted: 28 Dec 2005, 22:50
by Drexion
The Goliath and bulldog needed to be evened up a bit. 10 goliaths versus 12 bulldogs (cost vs cost) fighting resulted in 7-8 goliaths alive and 12 dead bulldogs... Lets see how they do with this change, Goliath should still outclass the bulldog nicely. Goliath also does 15-20% more damage (roughly), remember that =).
-Drexion