Absolute Annihilation: Spring 1.46
Moderator: Moderators
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- Posts: 100
- Joined: 07 Feb 2006, 21:35
They seem to do both, sometimes.Caydr wrote:Do they launch and miss, or just not launch at all? Pretty serious bug here. Need a quick reply and maybe I can get a fix out by tomorrow.
I played against Dr.InfernO and my side had numerous loaded anti-nukes set up. They eventually nuked the entire area between the hills into a lake with land bridges.
A few times the anti-nukes fired, but they were ineffective. The rest of the time nukes came down past them without any show of defense. Indeed, my anti-nuke was open but had not fired in minutes when a nuke landed directly on it.

It could be any number of things, judging from the reply... lack of compensation for trajectory, inability to detect- to put it as well as I can, they just don't work... at all.

Oh, and the range circle for cruise missiles is still off by a margin.

The nukes fly so high that it goes off the screen completely even at farthest away zoom, so I really couldn't tell you what happens to my Anti-missles after they launch to intercept.
If you have ammo for the Anti-nuke, it will fire, it just doesn't seem to hit the incoming nuke.
Besides that small issue, gameplay seems to be pretty good, just as it always was.
I do have 1 question though Caydr, the Amphibious Con vehicle, shouldn't they be able to build a LVL2 vehicle plant just like the normal Lvl1 con vehicle? It is nearly double of more the cost of a normal Lvl1 con vehicle, and it seems logical for it to have Tier2 acess.
If you have ammo for the Anti-nuke, it will fire, it just doesn't seem to hit the incoming nuke.
Besides that small issue, gameplay seems to be pretty good, just as it always was.
I do have 1 question though Caydr, the Amphibious Con vehicle, shouldn't they be able to build a LVL2 vehicle plant just like the normal Lvl1 con vehicle? It is nearly double of more the cost of a normal Lvl1 con vehicle, and it seems logical for it to have Tier2 acess.
- Dr.InfernO
- Posts: 223
- Joined: 18 Nov 2005, 13:55
Yup, that was me. I was absolutely certain my Comms were protected :/ Pity the game ended because of a bug, though. That was one of the coolest matches I've ever played.Egarwaen wrote:Oh, so that's what happened. I won a Comm Ends game earlier today with a well-placed nuke. My opponent thought his Comms were under an anti-nuke. If they're not hitting, that makes sense.
Otherwise: great job, Caydr! The new turrets really filled a gap. Looking forward to 1.46!
- Dr.InfernO
- Posts: 223
- Joined: 18 Nov 2005, 13:55
Oh,
Since Core L2 air needs a boost: how about a super air-to-air-gunship for Core? Or something similar - a little faster than the Krow, armed with a turret with that anti-gunship missile that the one L2 Core tank has (forget the name). Kind of an "heavy anti-gunship plane" or a flying Can.
- Machiosabre
- Posts: 1474
- Joined: 25 Dec 2005, 22:56
If you do a 1v1 with an A.K. and a peewee, both being well microed, the result should be the AK wins every time (even before 1.45) as the AK has a greater range than the peewee (other than is FPS, but that dosent count) and a faster movement speed, letting it stay out of harms way while the peewee slowly turns into a pile of molten slag.
On the whole however, i think A.K's and Peewee's are fairly even assuming you're not miticulously (i know, i can't spell to save my life :p ) microing them. Reduce the A.k's range to that the same of the peewee, and i think they'll be fine.
AK's dancing just out of your peewees range is a pain in the arse :p

On the whole however, i think A.K's and Peewee's are fairly even assuming you're not miticulously (i know, i can't spell to save my life :p ) microing them. Reduce the A.k's range to that the same of the peewee, and i think they'll be fine.
AK's dancing just out of your peewees range is a pain in the arse :p