Absolute Annihilation: Spring 1.46 - Page 41

Absolute Annihilation: Spring 1.46

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Cabbage
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Post by Cabbage »

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. :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
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Cabbage
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Post by Cabbage »

Whoops double post :(
Egarwaen
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Post by Egarwaen »

espylaub wrote: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.
Well, you'd pretty much won. I'd made some stupid moves and that was really a last-ditch attack, as I knew I couldn't stand up to another assault. So yeah. :|
Generuler
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Post by Generuler »

I find AK's are actually useful now - and they should be left the way they are.
No one can tell if a unit is OP in 2 days with the canges as small as the AK ones in 1.45.
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Drone_Fragger
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Post by Drone_Fragger »

Peewees should be supierier to the AK. Ak is a medium-light Kbot. Artm gets the Heavy-light (peewee) and the light-Light(flea)
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Pxtl
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Post by Pxtl »

Cabbage wrote: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. :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
Plus the AK can fight aircraft and the peewee can't.
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Aun
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Post by Aun »

Cabbage wrote: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
Nooooooooooo, that's my main Core lvl1 tactic buggered up. =P
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Cabbage
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Post by Cabbage »

Nooooooooooo, that's my main Core lvl1 tactic buggered up. =P
That settles it, its gotta be done! :p
espylaub
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Post by espylaub »

Andreask wrote:
espylaub wrote:
Otherwise: great job, Caydr! The new turrets really filled a gap. Looking forward to 1.46!
New turrets. :lol:
I knoooow they're not new. Should have phrased that differently.
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Caydr
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Post by Caydr »

New version coming in an hour or something. And other stuff.
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NOiZE
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Post by NOiZE »

Stop the AK madness :)
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Cabbage
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Post by Cabbage »

STOP NOIZE! (He touched me) :(
Hellspawn
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Post by Hellspawn »

AK > peewes curently. Also if you micro well instigators will win over flashes. Core is a side to play now.
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Caydr
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Post by Caydr »

Code: Select all

1.45 --> 1.46

 Viper metal cost increased 50 units (642->692), reload time reduced 0.1
  units (1.2->1.1), damage per rocket increased 20 units (270->290)
 Banshee HP reduced 30 units (380->350)
 Abel/Caine rocket launchers removed
 Nuke silo descriptions changed (Nuclear Missile Launcher->Nuclear ICBM
  Launcher), ICBM range increased to ensure they'll reach across any map
  (32000->72000), trajectory lowered so that anti-nukes will work again
 AK hitpoints reduced 25 (250->225), range reduced 5%, speed reduced 5%,
  damage reduced 5%, rate of fire reduced 4%, buildtime increased 5%
 Combat auto-repair speed on Maverick, Goliath, Sumo, and Can multiplied
  by 4 to compensate for engine changes to the auto-healing system
 Commanders now have a slow constant auto-healing (5), as it was in OTA
 Depthcharge launcher weapon range increased 100 units (480->580),
  maximum velocity increased 100 units (250->350), AoE increased to 256
  (192), damage vs. submarines and boats increased 50 units (150->200)
 New sound effect for Catapult rocket launch
 Seaplane gunship costs reduced, stats generally buffed to put them
  closer in line with L2 gunships (how I intended them to be but
  apparently never set up)
 Dragonfly, spies removed from CTRL+B category
 Punisher slope tolerance increased a further 10%
 Scout, Radar, and Sonar planes now have defensive flares
 Detonator, Catalyst missiles set to 1.44 stats, but as EMP weapons;
  metal cost reduced 400 units (~1900->~1400), buildtime reduced 20000
  units (~95000->75000)
 Stiletto EMP bomb explosion changed (purely visual)
http://prdownloads.sourceforge.net/ta-a ... p?download
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Min3mat
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Post by Min3mat »

Caydr you really take the biscuit sometimes. can you please give at least some members a chance at advising you? the changes have been sudden and sharp, often reverted or lessened. I think that beta-testing or something would be a VERY good idea.
AK hitpoints reduced 25 (250->225), range reduced 5%, speed reduced 5%,
i think that this is probably going too far
Banshee HP reduced 30 units (380->350)
wth? have you seen how useful bladewings are???
Combat auto-repair speed on Maverick, Goliath, Sumo, and Can multiplied
rougly 4/sec, i don't think that the Goliath or Sumo need it however. maybe giving the reaper and the bulldog it?
The Can and teh maverick...well maybe. the mav could do with a small boost.
Depthcharge launcher weapon range increased 100 units (480->580),
I think this will make naval battles a bit worse as it will be more difficult to outrange them with conventional ships as as soon as you are anywhere near LoS of it you will start being pounded
maximum velocity increased 100 units (250->350), AoE increased to 256
I dont like this at ALL. a torpedo is to use vs one ship. not to be useful vs packs unless you are going to change the weapon to ACTUAL depthcharges this is really silly
Scout, Radar, and Sonar planes now have defensive flares
Commanders now have a slow constant auto-healing (5), as it was in OTA
these two changes are good IMHO
Detonator, Catalyst missiles set to 1.44 stats, but as EMP weapons;
metal cost reduced 400 units (~1900->~1400), buildtime reduced 20000
again wtf? reversion AGAIN. will they be intercepted by antis. or wil the fly past and waste a anti. or are they untargetable by antis?
Viper metal cost increased 50 units (642->692), reload time reduced 0.1
units (1.2->1.1), damage per rocket increased 20 units (270->290)
50 more metal? The pitbulls are far less effective, no idea how effective they are cost wise but the ONLY advantage pitbulls have is slightly improved range on hills. they seem reluctant sometimes to target units clearly in their LoS and range but coming in from a corner.
50 more metal to make vipers into utter pwnage again...
if you are going to nerf them in some fashion, increase their BT to compensate for the buff. BT is vital late game
Last edited by Min3mat on 02 May 2006, 00:32, edited 2 times in total.
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NOiZE
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Post by NOiZE »

I like the changes Caydr Core gets the nerf it needed!
kirbyssb
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Post by kirbyssb »

Now that flashes are weakened I don't know how I'm going to get past overpowered viper walls.
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Caydr
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Post by Caydr »

On the contrary, most of the things on that list were ideas sent to me. If they don't work out, fair game, I'll remove them. But people should have the opportunity to make their voices heard even if they're not posting here.

As for vipers, a comment in the unit guide gave me the impression they were quite crap. Something to the effect of, "block such and such with 3 pitbulls (or 6 vipers)" The boost I gave them wasn't that severe. The nerf AKs got, similarly, isn't that severe. A 5% increase or decrease to many of the values stated above amounts to less than 5 units of difference. Like, the damage reduction is something like from 37 per shot to 35.

Don't Panic.
Egarwaen
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Post by Egarwaen »

kirbyssb wrote:Now that flashes are weakened I don't know how I'm going to get past overpowered viper walls.
How about those paralyzing cruise missiles?
Egarwaen
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Post by Egarwaen »

Caydr wrote:As for vipers, a comment in the unit guide gave me the impression they were quite crap. Something to the effect of, "block such and such with 3 pitbulls (or 6 vipers)" The boost I gave them wasn't that severe.
Uh. I was saying that six of them could block most chokepoints quite nicely. I listed more Vipers than Pitbulls because they're smaller, so you can pack more into the same space. They were quite effective in 1.45, though I've never managed to work out conclusively how they stack up with Pitbulls.
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