Absolute Annihilation 1.5 - Page 41

Absolute Annihilation 1.5

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Cabbage
Posts: 1548
Joined: 12 Mar 2006, 22:34

Post by Cabbage »

FARKS are fine :x
Drexion
Posts: 53
Joined: 15 Dec 2005, 19:11

Post by Drexion »

I've played arm vehicle quite often when the map warrants it (ie: not super hilly). Consul is absolutely fine IMO. Vehicle economy is a little slower (not much actually) but provides alot of bang for the buck. Stumpy armies are great hehe. Flashes rule early on too. Samsons are good multipurpose if one enemy has air.

Also, just make a few nano towers if your vehicle...Evens things up nicely.

-Drexion
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Pxtl
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Joined: 23 Oct 2004, 01:43

Post by Pxtl »

Aun wrote:
Min3mat wrote:
I say give Freakers or the level 2 Core con kbots more building power.
i could say the same about ARM vehicles, i'd rather have FARKs/T2 CORE veh cons than consuls/freakers
its designed to be that way you know!
Yeah, one of the reasons nobody plays as Arm vehicles, tone down FARKs or get rid of them.
Actually, to me the biggest reason few people use vehicles is simply the L1 Con vehicle. After all, playing anything but a kbot start is suicidal - both l1 construction planes and vehicles cripple your start because of their weaker nano-per-cost factor, even before considering the cumbersomeness of the L1 convehicle. Now, consider once the game's gotten started and you're planning your second factory. Planes give you great new stuff, while vehicles give you slightly heavier versions of the stuff you already have. Or you can go L2, and since you've already got the l1 kbot lab, you're not gonna go L2 vehicles. So really, the L1 vehicle lab becomes the forgotten factory. How often does a player build all 3 L1 factories before going on to L2? The only time I build them is if I want a forward location to build units at and I'm still playing L1.

As a result, the only time you see vehicles in most games is late-game, once the player has enough time to build a second L2 factory.
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krogothe
AI Developer
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Joined: 14 Nov 2005, 17:07

Post by krogothe »

Id have to agree with pxtl (half of the post is still purified ass still though), lvl1 vehicles are messed up. They have HUGE HP, which kinda contradicts the point of protecting your cons and bad buildpower/cost. I rather they cost 25% less and have half the HP or something, theyre not supposed heavy tanks (heaviest lvl1 units for arm).
An HP decrease and buildpower increase would be in order :)
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FireCrack
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Joined: 19 Jul 2005, 09:33

Post by FireCrack »

There are two amjor problems I see with the AA/ASW ship thing...

First of all, an ASW ship is somthing i'd like to keep at or ahead of my front lines, to stop subs before they hit hard, while an AA ship is somthing i'd like to keep slightly back, because AA guns arent easily blocked by other units. These two contradictary positionings prevent me from using it to the best of it's abilities in either area

My second problem, is that now cruisers are just cheap, weak, versions of battleships. I fear there will be no reason to build cruisers once a player can afford battleships. They have absolutely no advantage over them, and they would fit in the exact same role, general combat.
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Drone_Fragger
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Post by Drone_Fragger »

If you think vehicles aren't worth going, You have obviously never been on the recieving end or a flash/bulldog swarm.
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Pxtl
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Joined: 23 Oct 2004, 01:43

Post by Pxtl »

Drone_Fragger wrote:If you think vehicles aren't worth going, You have obviously never been on the recieving end or a flash/bulldog swarm.
I have, but I've also fielded some pretty terrifying Rocko swarms, so it's not like the vehicles have a monopoly on this approach. Which is my point - yes, the vehicles are better than kbots, but generally not worth the painful price of the construction vehicle.
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Caydr
Omnidouche
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Joined: 16 Oct 2004, 19:40

Post by Caydr »

Reducing conveh price 20%, improving acceleration
Last edited by Caydr on 13 Jun 2006, 21:55, edited 1 time in total.
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Min3mat
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Joined: 17 Nov 2004, 20:19

Post by Min3mat »

their HP?????????????
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krogothe
AI Developer
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Post by krogothe »

Min3mat wrote:their HP?????????????
^^ :twisted: do or die :twisted: ^^
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Caydr
Omnidouche
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Post by Caydr »

Reducing HP by 10% too.

Oh.... Don't know if anyone would be interested in something like this....

Image
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Masse
Damned Developer
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Joined: 15 Sep 2004, 18:56

Post by Masse »

NICE DUDE !
finally when the new version is out u can customise the explos and make AA BLING BABY !
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Das Bruce
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Joined: 23 Nov 2005, 06:16

Post by Das Bruce »

Seizure inducing good.
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Soulless1
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Joined: 07 Mar 2006, 03:29

Post by Soulless1 »

Caydr wrote:Oh.... Don't know if anyone would be interested in something like this....
pfft, fishing for complements ;) ...but I'll bite anyways, cos it doth indeed rocketh :P
Egarwaen
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Joined: 27 Feb 2006, 21:19

Post by Egarwaen »

Min3mat wrote:i could say the same about ARM vehicles, i'd rather have FARKs/T2 CORE veh cons than consuls/freakers
Don't underestimate the utility of Freakers!
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Caydr
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Post by Caydr »

This is going to be the best version of AA ever. I'm tempted to bump it up to 1.6 just to show how awesome it'll be. No, 1.7! 1.75!!!!
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Day
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Post by Day »

I have, but I've also fielded some pretty terrifying Rocko swarms
*whisles innocently*
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FireCrack
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Joined: 19 Jul 2005, 09:33

Post by FireCrack »

why not 2.0?
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Cabbage
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Joined: 12 Mar 2006, 22:34

Post by Cabbage »

That explosion looks sexy! Possible to add a lingering mushroom cloud too? :P
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Caydr
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Joined: 16 Oct 2004, 19:40

Post by Caydr »

I'm not sure how to do that just yet. I think I'll probably wait for someone to write some kind of tutorial - groundflashes are relatively simple, just colours, timing, and sizes basically. Something like a full-fledged mushroom cloud would be much more difficult... I'm not sure it'd even be possible.

Well folks, 1.51 is now done, tested, finalized, and so on. I guess I should probably post another changelog to give you all something to argue about though ^^

This is finally including the mutator idea I've had for a little while. Think about it with an open mind. Surely it can't be THAT bad of an idea.
1.50 --> 1.51

Shield system implemented to replace deflectors
Fido On/Off bug fixed
Janus no longer targets aircraft
Nuclear missile maximum speed reduced 20% (2000->1600)
Cruiser depth charge launcher and sonar removed, metal cost reduced
500
Anti-Air ships now move, accelerate, and brake more quickly, come
loaded with a medium range depth charge launcher; description changed
to "Support Ship"; medium-range radar and sonar added
Level 1 Artillery vehicle accuracy improved, impulsefactor to 1 (0.001)
Anti-nuke missile acceleration increased to 35 (25)
L3 sub range reduced to more reasonable levels (~1000), turning rate
quartered (3000->750), movment speed reduced
Sub descriptions fixed
Maverick HP increased 50 (1250->1300), metal cost reduced 5% (689->655),
rate of fire increased 10% (1.05->0.945)
L2 construction sub can now build amphibious complex
Plasma gun high-arc firing rate reduced 10%, damage increased 15%
All plasma guns when set on high arc will have a firing rate of 5.5,
this should generally allow the first shot to hit (and possibly
destroy) its target before the next shot is fired; this will have the
effect of making it not waste shots as often as it normally would,
increasing its damage potential. All damage values increased in
proportion with this change, but not to the same extent: since shots
won't be wasted anymore in normal conditions, their effective
firepower is increased greatly anyway; shot velocity fine-tuned to
ensure shots are fired as close to 45 degrees as possible while not
limiting their range potential even on a variety of different terrains
Toaster costs reduced by 0.9322; this is its DPS compared to Ambusher
Freaker radar removed (50->0)
Nuke Silo 10-second pause action added to script to slow down fire rate
Firestorm turret rotation speed increased 50%
(H) Mutator: Commander costs set to AA defaults, decoy commanders now
have the proper buildpic
Reaper buildpic updated to reflect model changes
Fatboy firing sound fixed
Anti-Air ships now
HLLT guns now aim up/down properly rather than just aiming left/right,
upper turret moved higher
Graphical "DECOY" text removed from unit buildpics where applicable,
since it is no longer necessary with the improved commander functions
Goliath footprint size increased, turning rate reduced 1/3, damage per
shot increased 10% (300->330), HP increased (5850->6000)
Dragon's Maw/Claw fixed so they more closely resembles ordinary
Dragon's Teeth
Minelayer ship converted into Naval Engineer, a relative of the land-
based Combat Engineer; these units are equipped with a long build
range, a wide variety of construction options, and the ability to
build amphibious/shoreline units
Team death messages fixed (there are 99 of them! enjoy!)
Limiter renamed Pathfinder
Rapier rocket movement speed and tracking increased a little, general
accuracy vs. fast units improved
Several of the least-interesting groundscars and loading screens
removed to save filesize
AASpringxxxS.sdz file eliminated, it is now included in the main SDZ,
appropriate changes made for dependencies
Pitbull cloaking added back in so it's consistent with Ambusher
Ambusher and Pitbull now have the same damagemodifier when closed as
Toaster and Viper (0.25->0.1)
Some custom explosions implemented; thanks to Noize for helping me
figure this out
RGBCOLOR tag implemented to show proper colors for paralyzer weapons
Ground decals added beneath factories
L1 construction vehicle costs reduced 20%, HP reduced 10%, acceleration
improved slightly
FARK HP reduced 25%, workertime reduced to 100 (120)
Freaker buildtime halved
Guardian, Punisher, Ambusher, Toaster HP reduced 20%
Catalyst tactical nuke AoE boosted to 512 (480)
Added new mutator: A, for Action. In Action Absolute Annihilation,
there is no resourcing of any kind - your Commander produces a fixed
income of +25 metal, +750 energy; Storage building capacities tripled
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