Absolute Annihilation 2.11 - Page 34

Absolute Annihilation 2.11

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Pxtl
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Post by Pxtl »

Min3mat wrote:ffs
this is why the CORE adv vehicle con has a good chunk more builpower >.>
PLAY THE MOD DAMMIT (BEFORE commenting)
How are we supposed to know about this? From crawling through changelogs? It's not like it says it in the unit's description. Same as how I had no idea the Krow was flak-resistant.
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Caydr
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Post by Caydr »

core con vehicles don't have higher con speed than arm's.

And krow being flak resistant was a surprise to me too, actually... not sure when that happened or if I even intended it. Probably not.

edit: HOLD IT. You make me type up an entry in the changelog about fixing krows when they aren't even flak-resistant in the first place?? Treason!!! corcrw (krow) is in "GUNSHIPS" armor category. "HGUNSHIPS" is flak-resistant and consists only of the Blade and the now-defunct Blackdawn.


Regarding this stuff about convehs still being such a game breaker and preventer-of-going-vehicler, I'd like to point out a couple of 2.1 changes that I guess nobody's noticed. First, convehs are now much faster moving than conks. They turn and accelerate at a much more reasonable rate, too. Second, behold the vehicle response to the kbot's superior climbing ability, the amphibious conveh. It costs about 50% more metal (a difference of, literally, 50 metal) while having the added benefit of more armor and the ability to go underwater and build many water structures. And it can climb just as good as a kbot.

About this "vehicles have no fark" thing... I've been considering for a while having minelayers fill this role. This way, vehicles would get the "fark" earlier in the tech tree, although it would be quite fragile. Cheap though.
Theotherguy
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Post by Theotherguy »

good idea. That would also give more people incentive to build vehicles. Not having farks is one of the main reasons I don't use vehicles that often. (that and there's no direct route to lvl3)
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Pxtl
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Post by Pxtl »

Whoops - sorry - somebody said Krows were flak-resistant, and I didn't believe them, but when I saw "hgunships" in the unit guide I took that to be confirmation. My bad.
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LordMatt
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Post by LordMatt »

Second, behold the vehicle response to the kbot's superior climbing ability, the amphibious conveh. It costs about 50% more metal (a difference of, literally, 50 metal) while having the added benefit of more armor and the ability to go underwater and build many water structures. And it can climb just as good as a kbot.
Nice! I had wanted to build these in the past, but they used to cost ~550M
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NOiZE
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Post by NOiZE »

I think it would be good if all Tech 1 builders could build torpedo launchers, so that getting back to the water becomes a bit easier.
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RedDragonGecko
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Post by RedDragonGecko »

any chance of getting the unit guide updated?
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Neddie
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Post by Neddie »

Considering that I don't smoke anything, sure.

The L3 units I mentioned are highly effective when played well, which, since I abandoned Metal Maps a month into playing Spring seems to happen more and more. By played well, I mean in conjunction with numerous other units, mainly L2.

I must concede the point that the majority of people who field them do not use them effectively, and if we wish to placate the masses, then yes, they are not overly viable.
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ginekolog
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Post by ginekolog »

yes lack of farks is main reason not to go veh. If new minelayer could be like fark (fast and agile too with small footprint) it would help vehicle lobby a lot ;)
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Min3mat
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Post by Min3mat »

CORE adv vehicle con has a good chunk more builpower >.>
they got 50% more Buildpower in a later vsn to balance out the fact that ARM has the FARK and the CORE don't have a assist builder for their vehicles.

owh and you made the Krow flak resistant too btw.

Is Caydr going insane!!!
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Caydr
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Post by Caydr »

Min3mat wrote:
CORE adv vehicle con has a good chunk more builpower >.>
they got 50% more Buildpower in a later vsn to balance out the fact that ARM has the FARK and the CORE don't have a assist builder for their vehicles.

owh and you made the Krow flak resistant too btw.

Is Caydr going insane!!!
ARMACV.FBI wrote: WorkerTime=200;
CORACV.FBI wrote: WorkerTime=200;
ARMOR.TXT wrote:[GUNSHIPS]
{
armbrawl=99;
corape=99;
armsaber=99;
corcut=99;
corcrw=99;
armkam=99;
bladew=99;
}
[HGUNSHIPS]
{
blade=99;
blackdawn=99;
}
WEAPONS.TDF wrote:[ARMFLAK_GUN]
...
GUNSHIPS=200;
HGUNSHIPS=100;
Moral of the story: do not contradict the Caydr, for the Caydr knows his sh*t.
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NOiZE
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Post by NOiZE »

caydr update the site, so everyone can look up the stats easily
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Min3mat
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Post by Min3mat »

well then in that case i'd increase their buildpower by 50% to make up for not having a FARK :lol: :lol: :lol:
so at one point they were only 120 ish Buildpower to ARM's 200? or did you change both and i misread the changelog?
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det
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Post by det »

Caydr wrote:About this "vehicles have no fark" thing... I've been considering for a while having minelayers fill this role. This way, vehicles would get the "fark" earlier in the tech tree, although it would be quite fragile. Cheap though.
I think you need to seriously consider the implications this would have in your average game of SpeedMetal.
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ginekolog
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Post by ginekolog »

det wrote:
Caydr wrote:About this "vehicles have no fark" thing... I've been considering for a while having minelayers fill this role. This way, vehicles would get the "fark" earlier in the tech tree, although it would be quite fragile. Cheap though.
I think you need to seriously consider the implications this would have in your average game of SpeedMetal.

oh noes! korgots in 4 mins instead of in 5 mins ....zzzz whatever. Game should not be balancec against those type of maps (more or less only noobs play em)
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Min3mat
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Post by Min3mat »

don't do it >.<
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Caydr
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Post by Caydr »

Min3mat wrote:don't do it >.<
Don't do what?

If there's something I can do to destroy playability on Speedmetal, I'm all for it.

It's not as simple as just pushing a button to update the unit guide. I don't know if I've even still got that awesome template I made... a lot was lost during the hard drive failure. I've also got some improvements in mind that I'd like to make.

~~~~

Oh.. nuts. I think I'm supposed to finish 2.11 today, aren't I :shock:

I'm going to need a LOT of feedback on L3.
Last edited by Caydr on 30 Jun 2006, 19:28, edited 1 time in total.
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Min3mat
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Post by Min3mat »

Caydr wrote:
About this "vehicles have no fark" thing... I've been considering for a while having minelayers fill this role. This way, vehicles would get the "fark" earlier in the tech tree, although it would be quite fragile. Cheap though.

;.;
don't!
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Pxtl
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Post by Pxtl »

While I am absolutely terrified of the unintended consequences of making L1 minelayers into fark-Vs, it does solve one problem: L1 vehicles could get the same nano-per-metal as kbots by mixing conVs and minelayers.

edit: Caydr, you ever considered staggering your releases into "fix" and "feature" releases? That is, do only fixes or only features per release? That is, large changes that could seriously alter balance only go in "feature" releases? That would let you have a little more freedom in experimenting with gameplay since the "feature" releases could be ignored by players like Min3Mat who want refined balance.

Of course, it would mean putting off new features for a few releases at a time, and would be a little more annoying to maintain.... and might split the community a bit.
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Min3mat
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Post by Min3mat »

most of the changes from now on are going to be small or bugfixes...right Caydr! *points to ninja sword strapped on his back*
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