Absolute Annihilation 1.5 - Page 37

Absolute Annihilation 1.5

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MR.D
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Post by MR.D »

There is also another issue I've noticed, but it pertains to something I saw in speedmetal so I don't think it applies in any way to a real scenario for any regular game except in a very very small map.


What I saw was the nukes attacking in volley, in repeated and fast sucession, and basically the nuke was out running the anti missles.

Even with enough ammo, the ANti would fire at a nuke that has achieved its max velocity and wasn't able to catch up to the nuke in time, did a huge Curve in the sky and fly back towards the Anti silo and run into the ground trying to catch up to the nuke.

Caydr can you check if the Anti missle has the same flight properties and accelerations as a nuke? It might even be a case of initial velocity or speed of acceleration being too slow for the anti missle to counter a nuke that already has massive speed from its flight.
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Caydr
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Post by Caydr »

Anti nukes have much higher velocity than nukes, but it couldn't hurt to reduce nuke acceleration and max speed a little... might help with this problem.
Egarwaen
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Post by Egarwaen »

Well, whatever you did, the HLT balance is much better now. They're still scary early on, but aren't the "L1 is useless now, kthxbye" they tended to be in previous versions.
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Machiosabre
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Post by Machiosabre »

any chance the firestorm could get a faster turn rate?
it's so slow it can't actually keep up with any swarms.
KlavoHunter
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Post by KlavoHunter »

What the hell does one use to counter a L3 sub?
Egarwaen
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Post by Egarwaen »

KlavoHunter wrote:What the hell does one use to counter a L3 sub?
Right now? :|

Eventually: torpedo bombers.

Also, another 1000 HP on a Doomsday machine? Those things are already insane!
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Caydr
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Post by Caydr »

I'll adjust Firestorm aiming rate.

L3 subs can be countered with a goup of L2 or L1 subs. Their firing rate is low enough that these can get within firing range and destroy it.... I think. If not, post your suggestion. (that's open to everyone)

DDMs costs are insane too though.

As for HLTs... it's just mathematics.
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Rayden
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Post by Rayden »

Just had an idea for a unit ... a waterbomb throwing hovercraft would rock.
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NOiZE
Balanced Annihilation Developer
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Post by NOiZE »

L3 sub torpedo range doubled, firing rate halved, turnrate quartered

Yeah their range is way toooooo big now


subkillers work good vs them though

EDIT

a 1000 - 1200 range would be better IMO
Last edited by NOiZE on 11 Jun 2006, 23:08, edited 1 time in total.
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Day
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Post by Day »

hmm about the fidos.. i built them once on CC remake and when i turned them "on" aka the high trajectory mode it wouldnt fire
Egarwaen
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Post by Egarwaen »

Day wrote:hmm about the fidos.. i built them once on CC remake and when i turned them "on" aka the high trajectory mode it wouldnt fire
Found the same on MoonQ10. Fortunately, the "off" mode still kicks ass.

Caydr: Did the special damage reduction for L2/L1 subs firing at L3 subs get cut?
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Caydr
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Post by Caydr »

There's a 1/2 damage reduction for all sub vs. sub damage. That includes, for instance, L3 vs a L2. This is becaus torpedos in general deal huge amounts of damage and sub combat is more interesting if things don't instagib.

The fido on/off thing is in the known bugs list. The problem is this: when I restored the on/off behavior, I also added in the Fido's second weapon type, "bfido". Unfortunately, I just direct copy-pasted the weapon1=; line and so there are two weapon1 entries. I haven't actually tested it, but I think that whatever entry comes last takes precedence, so it's probably got the ballistic shot right now and no gauss. Or... uh, not.

It's surprising how fast the bug list grows :| At least there's nothing serious so far. But I'll say it again: don't worry, I'm not going to post another quick fix unless some huge error is found. The next version will come immediately after the next version of Spring is posted.
Egarwaen
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Post by Egarwaen »

Caydr wrote:The fido on/off thing is in the known bugs list. The problem is this: when I restored the on/off behavior, I also added in the Fido's second weapon type, "bfido". Unfortunately, I just direct copy-pasted the weapon1=; line and so there are two weapon1 entries. I haven't actually tested it, but I think that whatever entry comes last takes precedence, so it's probably got the ballistic shot right now and no gauss. Or... uh, not.
Ah, yes, they are stuck on ballistic shot then. It's quite nice - sort of a fast-moving mini-tank. Seems like it might make them very good raiders - kills mobs and lets you fire over stuff to kill what you want to kill.
2k4
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aircraft bug

Post by 2k4 »

some very high aircrafts drw all attention of every AA thing in the base, since volleys landed in own base total base destruction!

AA 1.5, speedmetal, replay on request
2k4
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Post by 2k4 »

nukes cant fire if the are placed in a vertical row,

I believe same goes for placen airfields in a row, they cant construct then
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Caydr
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Post by Caydr »

Footprint issue probably. I might be able to fix it, but then again I might not. More likely the latter. Who would be a big enough idiot to build such high-value, high-explosive structures in a row with no spacing whatsoever though? I would like to meet this guy and shake his hand. Then when I've lulled him into a false sense of security I'll crotch him.

You'll all undoubtedly be ecstatic to know that the next version of Spring is being tested RIGHT NOW! So there could be a release in as little as an hour! Or not. But you know what that means! ANOTHER NEW AA VERSION!!! DAMN YOU ZAPHOD, YOU DID THIS ON PURPOSE, DIDN'T YOU????!!!
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DoubleNeg
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Post by DoubleNeg »

Rayden wrote:Just had an idea for a unit ... a waterbomb throwing hovercraft would rock.
Really in hovercrafts in general have you considered giving them a true 1.5 teir status, with a larger range of units? Or hell even a tier 2 Hover platform to come out of the Tech 1 hover con bots? I mean a Con Ship can either build a floating hoverplatform, or a underwater complex as 1.5 structures (I know the complex is a bit more expensive, but still it's cheaper than a t2 shipyard) And then the best unit that comes out of a floating hoverplatform is some slow crappy lazer hover, or some other shit hover. The complex can build good subs, t2 con units, a t3 amphib unit. I mean even if you jack up the price of a hoverplatform, and give us some more versitile and useful (later game) things to come out of it It would be a blessing. A floating depth charge hover would be an awsome way to be able to fight back when the water is lost. Some Heavy Assault Hover Tanks (maybe with a heavy E drain to power thier massive hover engines). Amphibious complex units are just miles better than anything that can come out of a hover complex. Please for the sake of water maps, give hovers some better units.
KlavoHunter
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Post by KlavoHunter »

Yes, there is a notable lack of surface-based antisub ships. Destroyers have no range to speak of for detection, and have been nerfed further in terms of damage to subs, and Cruisers are too slow to catch subs, even if they have a better detection radius.

Perhaps, if the models for the Viking and its counterpart were any good, you could redo them in the role of a "Anti-Submarine Warfare" ship with perhaps some form of long-range depth charge, antisubmarine mortar, or an ASROC system, if the Spring engine will allow for it.

Similarly, a Depth Charge hovercraft would be just dandy. I'd love to be able to chase off submarines along my coast if I'm trying to retake the water. (Don't say "land-based Depth Charge launchers", because they don't have the range to compete with L3 subs now).

Also, another water-related balance issue. Could you make the Construction Submarine have the ability to build an Amphibious Complex? Either the Con Sub, or perhaps the Construction Seaplane. Either one of them getting that ability would be really nice.
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Neddie
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Post by Neddie »

I too support a depth-charge hovercraft, possibly with the crappy laser of the skimmer for a second weapon. Anything to combat the absurdly powerful submarine legion AND make hovercrafts more viable.
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Pxtl
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Post by Pxtl »

I have to apologize - I was the one who originally suggested "reformat the supersub into an underwater artillery unit" that could be easily overwhelmed by sub-killers... apparently this is causing all kinds of trouble. Still, i've always wanted a (very weak) depthcharge hover as a way to attack subs, and that would help. Even when torpedo bombers are fixed aircraft is never safe to rely on because they're so vulnerable to accidentally flying into flak fields or just getting picked off by screamer/mercury fire.
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