Absolute Annihilation 1.5 - Page 34

Absolute Annihilation 1.5

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kirbyssb
Posts: 29
Joined: 25 Feb 2006, 19:26

Post by kirbyssb »

Is there a way to make it so you can't reclaim your own comm but you can others? I recently won a match thanks to killing somebody's comm, holding that ground, then later reclaiming it for the metal. I don't think that's unfair, but I do think reclaiming your own comm is.
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Min3mat
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Joined: 17 Nov 2004, 20:19

Post by Min3mat »

we did try that once, >:)
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BigSteve
Posts: 911
Joined: 25 Sep 2005, 12:56

Post by BigSteve »

Changelog looks good, I really really dont think hlt's should get a 350 hp boost they are already very hard to take down with level 1 I think they'll be waaay to tough with another 350 hp
Leaderz0rz
Posts: 100
Joined: 07 Feb 2006, 21:35

Post by Leaderz0rz »

I agree right now I think HLTs are perfect..they are good against lvl1 but not so much that you can't overwelm them. Why the change to their HP?
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Pxtl
Posts: 6112
Joined: 23 Oct 2004, 01:43

Post by Pxtl »

Leaderz0rz wrote:I agree right now I think HLTs are perfect..they are good against lvl1 but not so much that you can't overwelm them. Why the change to their HP?
afaik, because of the price. I'm too lazy to check, but it was argued earlier that, compared to L2 units of equivalent cost, HLTs suck. That's a problem.
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Caydr
Omnidouche
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Joined: 16 Oct 2004, 19:40

Post by Caydr »

This version was a major rush job. I really wanted to get it done today, but I'm running out the door so I haven't got time to test it extensively. I don't anticipate any major problems though. A couple of things I wanted to do had to be cut from the final changelog, but that'll just make 1.5 better!

I don't have time to adequately mirror this on Sourceforge as usual, so I'm posting it quick at Fileuniverse.

1.49 Final changelog:
1.48 --> 1.49

Bulldog, Reaper, Goliath completely rebalanced
Bulldog, Reaper, Goliath tracks (ground) adjusted for new model sizes
Reaper buildpic redone to reflect model changes, script grabbed from OTA
Proper decoy commanders added to the Hover-Commanders mutator
Shield system unfortunately could not be implemented yet, will have to
wait for Spring 0.72's release
Repulsor metal cost reduced 2000 (9xxx->7xxx)
Shiva HP increased 500 units, model height (Y axis) increased 22% so it
doesn't look so flat anymore
Abel, Caine wreckage no longer floats
Pyro HP increased by 100
Maverick shotvelocity increased; this is mostly a visual thing, I thought
the shots looked too slow compared to OTA (350->500)
HLT/Pitbull/Viper weapons completely redone mathematically and for
realism (ie, Core HLT has 3 barrels, Arm HLT has 2. Why does the Arm
one fire significantly faster with less DPS? Shouldn't it be the other
way around? etc)
Pitbulls and Vipers adjusted in cost and firepower to be more useful and
balanced compared with HLTs, both now have 3x3 footprints (Viper used to
have 2x2)
Annihilator HP increased 300 units
Doomsday Machine HP increased 1000 units
Commander laser aiming rate (script) increased 25%
Pitbull model size reduced 25%, footprint size reduced to same as Viper
Viper set to a sabot-style rocket, model size increased 5%
All special damage values versus swarm and anti-swarm units eliminated
(this may be reverted later - it has extremely dangerous implications
in many cases)
Hurricane anti-air missile removed and turret geometry hidden
Warrior, Leveler, Samson, Slasher, Fido HP boosted by 75 units
Twilight EMP explosion radius increased 50%
Commander cloaking cost when stationary is now 100e, when moving 500e,
minimum cloaking distance increased to 50 (40)
Snipers no longer target aircraft
Penetrator firing cone size increased by 45 degrees (90->135)
Moho Exploiter HP reduced by 500 (the effect will be much larger when
armoured)
Exploiter turret height increased 25% , buildtime increased 500 units, HP
boosted by 200 units
Twilight HP increased 500 units
HLT HP increased 350 units
L3 sub torpedo range doubled, firing rate halved, turnrate quartered
Submarine depth reverted to original values
Reaper reverted to pre-uberhack role and appearance***SCRIPT***
Demolisher removed
Commander experience gaining set to a more reasonable rate and normalized
so that both sides' Commanders gain XP at the same speed
Commander laser firing rate increased 50%, damage reduced 40%
D-gun range restored
Fido range boosted 25 units, damage per hit increased 30 units (150->180),
rate of fire increased by 0.2 (2.2->2)
Fido ballistic mode elminated
For sh*ts and giggles, Bertha/Intimidator/Vulcan/Buzzsaw weapons now
have an impulsefactor of 3 (1)
Bulldog and Reaper now have a smaller movementclass, allowing them to be
spaced less widely during pathfinding, but crushstrength is the same
Atlantis anti-air missile replaced with Chainsaw missile
Zulu metal cost increased 1500 units
Leejen HP reduced 400 units
Marauder weapon switched to standard plasma shot appearance (guass)
Zeus damage increased 10%, metal cost reduced 25 units, range reduced
5 units (285->280)
Maverick range boosted 5% (347->365)
Pitbull cloaking and stealth removed, it was redundant with ghosted
buildings
Laser beam width reduced slightly to make them more closely resemble OTA
ones (2->1.25)
Liche costs reduced 15%, buildtime reduced 12%, damage increased 25%
Krow HP increased 25%
Bomber flying altituded normalized
Krogoth, Orcone can now walk through virtually any wreckage or barricade
Krogoth wreckage value and HP increased to a more consistent value
Nonexistent unit "corbuild" removed from armor tree
Obsolete ARMSCRAM data removed
Core Searcher (CORPT) added to armor tree
Claw/Maw issues resolved
Firestorm damage increased 25%, HP increased 25%, energy/metal costs
reduced 12%, buildtime reduced 15%
Fixed inaccurate Detonator, Catalyst, Aegis, Bertha, Intimidator,
Vulcan, Buzzsaw range rings
Fixed Core "Voyeur" build menu position bug
Missing wreckage for advanced storage buildings fixed
Missing semicolon in ADVSAM, ARMSMART_TORPEDO weapons fixed
Mercury/Screamer missiles now fire on an angle to help them clear other
structures and/or landscape features
Total unit count is now 385
http://www.fileuniverse.com/?p=showitem&ID=3428
Last edited by Caydr on 10 Jun 2006, 22:14, edited 1 time in total.
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Foxomaniac
Posts: 691
Joined: 18 Jan 2006, 16:59

Post by Foxomaniac »

Why did you remove Fido's Ballistic firing mode? :(
Quite neato, gives an edge when fighting LLTs/HLTs with the fido behind wreckage.
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Caydr
Omnidouche
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Post by Caydr »

With added complexity comes added confusion. Link posted.
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Drone_Fragger
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Joined: 04 Dec 2005, 15:49

Post by Drone_Fragger »

Caydr you basted, how are arm going to counter Dragons teeth or slight hills without the Ballistic ability of the fido! I demand you add it back in!

And did you dad the AA kbots? They really are vital.
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Pxtl
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Joined: 23 Oct 2004, 01:43

Post by Pxtl »

Drone_Fragger wrote:Caydr you basted, how are arm going to counter Dragons teeth or slight hills without the Ballistic ability of the fido! I demand you add it back in!

And did you dad the AA kbots? They really are vital.
Honestly, the reverse would make more sense (high-traj only). THe Zeus and Mav provide good infantry kbots already that the low-trajectory fido seems redundant with. In OTA, the Fido provided a midground between the Zeus and the Mav.... but the AA zeus has enough range to stand on it's own. Meanwhile, the Fido is the _only_ high-traj Arm kbot, while the Core has the Merl for high-traj action.

Then again, I rarely use the Fido. Other players who use the Fido more extensively might have different experiences. Of course, it would be wierd to identify the Fido as "short-ranged artillery kbot" or whatever you'd call it's high-traj gun.
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Min3mat
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Joined: 17 Nov 2004, 20:19

Post by Min3mat »

Meanwhile, the Fido is the _only_ high-traj Arm kbot, while the Core has the Merl for high-traj action.
Fido is a skirmisher
High Traj DEFINATELY doesn't help skirmishing
ARM get a high traj Kbot, CORE get the MERL <--- you mean dominator???
kirbyssb
Posts: 29
Joined: 25 Feb 2006, 19:26

Post by kirbyssb »

Bring back demolisher and lower its reload time or lower its costs :(
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LOrDo
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Joined: 27 Feb 2006, 00:21

Post by LOrDo »

We learned this with the beamer, if a unit sucks, dont kill it, fix it.
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Pxtl
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Joined: 23 Oct 2004, 01:43

Post by Pxtl »

Min3mat wrote:
Meanwhile, the Fido is the _only_ high-traj Arm kbot, while the Core has the Merl for high-traj action.
Fido is a skirmisher
High Traj DEFINATELY doesn't help skirmishing
ARM get a high traj Kbot, CORE get the MERL <--- you mean dominator???
Yes, I meant dominator. I rarely see Fidos used, except in HT mode for attacking walled defenses. With fido stuck in skirmish mode, there is no HT kbot anymore.
Iklash222
Posts: 36
Joined: 01 Mar 2005, 14:35

Post by Iklash222 »

stop the "Dragons claw popup lightning turret" from beeing able to be airlifted pls (those that mimicing dragon teeths)
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Licho
Zero-K Developer
Posts: 3803
Joined: 19 May 2006, 19:13

Post by Licho »

krogothe wrote:Im still gonna reclaim my comm the second i get enough lvl2 storages...
Eye, doing that too... It's just wasting to let it live in mid game, it can be killed easilly by few rushing units d-gun or not d-gun and if it does, resulting nuke either kills your own structures, or his, but in second case you are giving enemy 15k metal..

Im just self destructing comm as soon as I get some decent storage and reclaiming it .. it usually jumps my metal in stats to double previous value and I can expand economy or build units at insane speed.
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Min3mat
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Post by Min3mat »

wewt thats one way around the nonreclaimable tag >: )
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Pxtl
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Joined: 23 Oct 2004, 01:43

Should the comm even leave a corpse?

Post by Pxtl »

I know this point will horribly offend all the rez-and-comm-bombers out there, but should the comm even leave a corpse? That would remove the other avenue of reclaim-your-own-comm. No-comm-wreckage would solve the problem.
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Tired
Posts: 302
Joined: 14 Nov 2005, 07:19

Post by Tired »

All of that, and people've chosen to complain about a relatively minor change to the Fidos? Removing the "raider" tag alone was huge. ~~

Two changes I was hoping to see were rebalanced Ranger fire rates (closer to half of their current values, both to be more consistent with OTA and respectful of balance as they're OP now), and an increase to Cruiser depth charge damage (100 damage per shot against a L2 sub whereas a L2 sub does 1,000 damage to the Cruiser seems a little skewed, it being a level 2 Destroyer oO).
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BigSteve
Posts: 911
Joined: 25 Sep 2005, 12:56

Post by BigSteve »

Vipers and pitbulls are now rediculously overpowered they need a serious nerf, there was never anything wrong with them in the first place, hlt should have been nerfed to make the gap between l1 and l2 def bigger, not buff hlt and super buff viper/ pitbull
3 pitbulss took out 2 sumos with 0 loss in a test me and drex did...
and like tired said the ranger fire rate def need looking at too,
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