Absolute Annihilation 2.23
Moderator: Moderators
Here is my breakdown of the 2.22 Beta.
- ARM -
Janus tank - is a great unit now, the semi-tracking missles with balistic trajectory make it usefull without being overpowered.
Stumpy - Shot velocity still seems slow, needs another up in speed, it has trouble hitting anything on the move.
MERL - still no impulse? or if there is I didn't notice
Fatboy - the cost reduction is nice, makes it easier to produce one without needing a uber econ forcing it into a later game unit
Bomber Impulse - helps out alot, its nice to have that back.
Ambusher - Unit stays open sometimes permanently after firing
- CORE -
Leveler - Impulse seems appropriate, enough to bounce flashes/gators and light Kbots around.
Raider - Same as stumpy, needs its shot velocity increased slightly again.
Goliath - Impulse is good, seems to be back to where it was in SuperTank status
Banisher - The Impulse is good, rockets seem to lose even medium speed units, possibly add 1-2 degrees per tick in turn rate of its rockets to help.
Commando - Weapon AOE seems fair, doesn't seem overpowered or excessive anymore, still an amazing unit for icing up defences and capturing lone enemy.
Dominator - no impulse?
Krogoth - Arm cannons will not fire, using force fire and using Controll view doesn't allow firing either.
Juggernaut - Main guns do not fire, only the LLT will attack.
Catapult - Has problems with Ordered attacks, unit works fine only if you park it somewhere and a unit comes into LOS, if you give an attack order it tries to rush directly to the target before firing.
Toaster - same problem as ambusher, unit stays open after firing and using stop command doesn't make it close either.
- Global Gripes -
All Mobile Jammer units repeat the sound effects for reports during any change of movement/stop commands.
Lvl-1 Artillery tanks need a higher altitude for their shots, trying to hit any unit that is above it (such as on hilltops) becomes impossible, these units need their altitude firing fixed, they need shoot at high angle at all times.
its not much of a problem with the LVL-2 artillery because their range is enough to handle high altitude targets at closer range.
All High altitude Missles (MERL/DIPLOMAT/Dominator/Cruise/EMP) would benefit from an acceleration added to their flights, similar to how the nukes are. With their changed flight altitude, they take a very long time to land, force firing manually to lead moving targets is nearly impossible with their current flight time.
- ARM -
Janus tank - is a great unit now, the semi-tracking missles with balistic trajectory make it usefull without being overpowered.
Stumpy - Shot velocity still seems slow, needs another up in speed, it has trouble hitting anything on the move.
MERL - still no impulse? or if there is I didn't notice

Fatboy - the cost reduction is nice, makes it easier to produce one without needing a uber econ forcing it into a later game unit
Bomber Impulse - helps out alot, its nice to have that back.
Ambusher - Unit stays open sometimes permanently after firing
- CORE -
Leveler - Impulse seems appropriate, enough to bounce flashes/gators and light Kbots around.
Raider - Same as stumpy, needs its shot velocity increased slightly again.
Goliath - Impulse is good, seems to be back to where it was in SuperTank status
Banisher - The Impulse is good, rockets seem to lose even medium speed units, possibly add 1-2 degrees per tick in turn rate of its rockets to help.
Commando - Weapon AOE seems fair, doesn't seem overpowered or excessive anymore, still an amazing unit for icing up defences and capturing lone enemy.
Dominator - no impulse?
Krogoth - Arm cannons will not fire, using force fire and using Controll view doesn't allow firing either.
Juggernaut - Main guns do not fire, only the LLT will attack.
Catapult - Has problems with Ordered attacks, unit works fine only if you park it somewhere and a unit comes into LOS, if you give an attack order it tries to rush directly to the target before firing.
Toaster - same problem as ambusher, unit stays open after firing and using stop command doesn't make it close either.
- Global Gripes -
All Mobile Jammer units repeat the sound effects for reports during any change of movement/stop commands.
Lvl-1 Artillery tanks need a higher altitude for their shots, trying to hit any unit that is above it (such as on hilltops) becomes impossible, these units need their altitude firing fixed, they need shoot at high angle at all times.
its not much of a problem with the LVL-2 artillery because their range is enough to handle high altitude targets at closer range.
All High altitude Missles (MERL/DIPLOMAT/Dominator/Cruise/EMP) would benefit from an acceleration added to their flights, similar to how the nukes are. With their changed flight altitude, they take a very long time to land, force firing manually to lead moving targets is nearly impossible with their current flight time.
- Machiosabre
- Posts: 1474
- Joined: 25 Dec 2005, 22:56
Have you tested it or just read the log? It should still be blockable by shields and stuff still, it's just that it won't be be blocked by friendly units or terrain objects. (like trees, for instance)Reibuorumai wrote:Ahem, Why were lrpc and rflrpc shots made unblockable now? This is kinda screwy as theres no real defence for lrpc's now other then killing it, and well, rflrpc kills everything anyway.
Looks like there were a weapon or two lost in the process of copy+paste into the new weapon categories. If anyone finds other non-firing units, please post about it.
Increasing stumpy/raider velocity a bit more.
Merl/Diplomat/Dominator have 1.5x impulse, but because their rockets come straight down and they have a smallish AoE it's possible this still doesn't show very much.
Fixed juggernaut/krogoth weapons.
Increased dom/merl/dip max speed and acceleration.
Fixed jammer "arrived" sound thing (an engine bug actually but I worked around it)
Increased L1 artillery shot velocity.
Poison Arrow (now "Kraken") was fixed in 2.22 beta.
Razorback lost its second weapon ages ago, I think. Probably earlier than 2.0... whenever I did the first real attempt at balancing L3.
Last edited by Caydr on 15 Oct 2006, 17:13, edited 2 times in total.
A air-transported commander effectively has 300 hp instead of 3000 and can be brought down by a single fighter. But yes, it is a way to avoid leaving a wreck for your opponent he's an idiot and has no anti-air.
Going to artificially boost the mass of some of the "main battle" units a little to help them avoid flying across the landscape all the time. For instance, a stumpy has a mass of 250 or so, but I'm artifically boosting this to 500, meaning that while flashes and such will be blown to the nether regions of the map by a high-traj guardian, a stumpy should only rock a little. I think.
Going to artificially boost the mass of some of the "main battle" units a little to help them avoid flying across the landscape all the time. For instance, a stumpy has a mass of 250 or so, but I'm artifically boosting this to 500, meaning that while flashes and such will be blown to the nether regions of the map by a high-traj guardian, a stumpy should only rock a little. I think.
Well if the commbomb is vs a other commander, not even one wreckage appears, and in big FFA's the leaving of a wreck could be fun, something to fight overCaydr wrote:A air-transported commander effectively has 300 hp instead of 3000 and can be brought down by a single fighter. But yes, it is a way to avoid leaving a wreck for your opponent he's an idiot and has no anti-air.

That isn't the direction I want to take stumpies. I want them to be assault units, not general-purpose. There are too many general-purpose units already.
That's very strange. The "defending" commander should at least leave his wreck. I don't know why there'd be a difference between an airborne huge explosion and one coming from on land. I'll look into it.
~~~
You're right, the commander wreck thing is really borky. I'll see what I can do to its script.
That's very strange. The "defending" commander should at least leave his wreck. I don't know why there'd be a difference between an airborne huge explosion and one coming from on land. I'll look into it.
~~~
You're right, the commander wreck thing is really borky. I'll see what I can do to its script.
Last edited by Caydr on 15 Oct 2006, 17:19, edited 1 time in total.
- Drone_Fragger
- Posts: 1341
- Joined: 04 Dec 2005, 15:49
i know this has been discussed (a lot) before but...
starting from the facts:
1)the repulsor-shield is definitely better than the hard-shield
2)the repulsor-shield can be exploited to drain all the player's energy with a few EMG units
i just made a test, a single banshee can drain 2800-3300 energy from a shield. so why not making EMG unblockable by shield? they have already a different graphic than normal plasma shots, so in the end it won't look weird.
starting from the facts:
1)the repulsor-shield is definitely better than the hard-shield
2)the repulsor-shield can be exploited to drain all the player's energy with a few EMG units
i just made a test, a single banshee can drain 2800-3300 energy from a shield. so why not making EMG unblockable by shield? they have already a different graphic than normal plasma shots, so in the end it won't look weird.
Last edited by Helix on 16 Oct 2006, 00:05, edited 1 time in total.
-
- Posts: 5
- Joined: 11 Oct 2006, 22:13
Yep, ive tested it with my friends, the lrpc shot flys right through the shield, and no, we were not allyed. I do like the new shields, its just the whole lrpc thing is annoyin.Caydr wrote:Have you tested it or just read the log? It should still be blockable by shields and stuff still, it's just that it won't be be blocked by friendly units or terrain objects. (like trees, for instance)Reibuorumai wrote:Ahem, Why were lrpc and rflrpc shots made unblockable now? This is kinda screwy as theres no real defence for lrpc's now other then killing it, and well, rflrpc kills everything anyway.
Did you have energy?Reibuorumai wrote: Yep, ive tested it with my friends, the lrpc shot flys right through the shield, and no, we were not allyed. I do like the new shields, its just the whole lrpc thing is annoyin.

-
- Posts: 5
- Joined: 11 Oct 2006, 22:13
In a game against AAI recently, I noticed that my shields were usually repulsing the LRPC shots, but sometimes they just went straight on through. I had an excess of energy the whole time, and was often quite surprised to see my ostensibly protected Annihilators get reduced to rubble. I even watched this happen while I had the shield unit selected to keep track of its energy drain, and it'd be draining nothing (i.e., not charging, ergo at full capacity if it still works that way) while the shots punched through.
I have a feeling this is an engine issue, because the behavior of these units is so simple.
I have a feeling this is an engine issue, because the behavior of these units is so simple.
I think that's intentional though maybe it should be changed to allow some Core weapons to drain as much energy (only Arm has EMGs, right?). Maybe make some rapid fire lasers blocked by the shield.Helix wrote:i know this has been discussed (a lot) before but...
starting from the facts:
1)the repulsor-shield is definitely better than the hard-shield
2)the repulsor-shield can be exploited to drain all the player's energy with a few EMG units
i just made a test, a single banshee can drain 2800-3300 energy from a shield. so why not making EMG unblockable by shield? they have already a different graphic than normal plasma shots, so in the end it won't look weird.