Absolute Annihilation 2.11
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iirc that's similar to what they had originally. Capture is too cumbersome to use for a combat unit. If there was a way to have context-sensitive capture or auto-capture, it would be good, but unless you can command a squad of commandoes with the ease an Arm player can command a squad of Sharpshooters it doesn't work very well.Comp1337 wrote:IMO commandos should have a paralyzing weapon, ability to capture an cloak+stealth.
Thought of the Pyros after I went off to do something else. I keep forgetting that they're not as fragile as they were in OTA. The Scuttle's a great idea, though they're pretty damn expensive themselves.BigSteve wrote:swarm em with pyros, use a scuttle,
Really? Two HLTs with 12 rockos? I've never managed that. Assuming they've got a couple LLTs around, of course. Then again, my micro isn't the greatest.Or if you want to attack his lines just chuck some ak's or pewewes in as cannon fodder and follow up, 2 hlts are nothing really, you can take them down with like 12 rockos, even less prob
If they do, it's a bug. They're supposed to be stealthyAnyway im sure last time I played snipers had a radar blip can anyone confirm this?
To clarify, we're talking Banishers here, right?the rocket will still home if you get los to the sniper, use aks and/ or peepers then fire away, ive done it a few times when ive played core.
yeah 2-3 snipers EAT a base in SECONDS O.o if you manage to hold off scouts with some units ahead of your defenses (losing them everytime they get LoS but whats a few AKs/Jethros to the safety of your defense line o.OI'm also amused that the solution to 2-3 units tearing a massive hole in your defences and any mobile units you try to fill the gap with is "Oh, build a massive mixed L2 army and go attack somewhere else". Artillery's easier to deal with because you can at least see the damn stuff on radar or with a quick fly-over, and it doesn't rip up swarms if the units ever happen to start to line up.
as i've said before, snipers are very intimidating and annoying but they are NOT a all pwning doomstick,
slow reload, accurate only if scouted, need a fair chunk of e to fire and do only a moderate amount of damage per hit, have extremely low health, and are fairly slow as well as expensive!
^sticky?

CORE: AKs Gators Air Reapers Pyros
ARM: PWs (not as good) Flashes (not as good) Bulldogs (slighty better coz of speed) Zippers (faster but less damage and not as durable) Air
and of course snipers of your own (with LoS)
Well, stunners and hovers, as I've said, work rather well.ginekolog wrote:They are fine but because of them i dont play core.
neddie, i am asking how CORE can stop snipers, not arm. Gunships can work, as can some AKs - but thats only when enemy doenst have AA or some units around snipers. troop, hover, emp, stuners - lol ? wont work.
Banisher can work (it has 700 range) but 2 shots kill it.
tbh i think snipers are fine balance wise, i (we?) just dont know how to stop them (microed snipers).
Would weaker but tracking diplomat work?
I would like to make the point very clear. Putting the sniper in range of support units removes many of the greatest abilities it has, namely the value inherent in cloaking and stealth. That large mass of support units will attract heavy firepower, usually with a high area of effect. This has a tendency to catch the nearby sniper and finish it, once and for all.
As for additional Core V Microed Sniper... if I don't have any alternative, I field a mixed group with very cheap units in the front, usually advancing in a line. Right behind I station a line of fast Kbots or vehicles with high DPS and moderate range. A good impulse factor is also a nice idea. Riot Tanks really work well in this case...
The Sniper caps a few cheap units, the advancing dual lines eat it with ease.
Pyros are also a great idea.
Lastly, I must restate my Transport nab idea. Sure, you aren't stealing something like an L3 unit or a Comm, but it remains highly cost effective if you can get it in one try. Against a lone Sniper, this is easy!
Bulldogs are slower than reapers, so they're not "slightly better coz of speed".
The sniper bug is that it has this strange ability to continually do damage to a small line area for about a second after the initial hit, allowing it to, as you say, defeat a whole line of fast units. Also, if a unit is in that area for more than an instant, it will repeatedly take damage, allowing a sniper do do exponentially more than the 2500 (is that right? I remember it being more like 5000) damage they're supposed to do per shot. They also do massive damage versus giant cra... er, versus krogoths and other superunits.
That noexplode problem was unintentional and is just some kind of oddity in how Spring handles this weapon. In OTA, it was a one shot, one hit weapon, not how it is now. It is a bug and it must be corrected. If you don't like that, deal with it. I hear meth helps cope with AA changes.
I'll also fix the problem they've been reported to have with friendly fire.
The reason they should also, IMO, have a larger mincloakdistantce, is because they are virtually undetectable right now unless you get a unit up close enough to chip its paint. With a larger mincloakdistance, units won't have to get so close, making it more fair.
Commando used to be in AA exactly the way you specify (paralyze+capture). It was termed an assault capture unit, because it could easily capture a lone HLT or something if you were good at micromanagement. It also had a decent AoE on its paralyzer, so it could paralyze a whole group of units (slow reload tho). It was a really great, fun unit, especially in Spring where you can't self-d a unit that's paralyzed! ^^
I don't remember the exact circumstance around it being removed, but I think there was some sort of engine bug that caused it to not work properly... I could try adding it back in now and see what happens.
And no, there's no way I'm going to set artillery back to low-trajectory unless there's a way to make them less pure ownage against everything on the ground. If you thought you've ever found a unit with no easy counter in AA, you should've seen artillery in early versions before I set it to high-trajectory only. A hundred times worse. Seriously, go on sourceforge and download AA: Spring 0.1. Find ANY unit that can cost-effectively beat artillery besides aircraft. Even fast units, like zippers, stood no chance at all.
Plasma guns had this problem too, and I solved it by giving it two different weapons, one used for high trajectory, one used for low. I could try something similar for artillery, but it would be a burden on Archangel to rescript, what... 6 units.... for an idea that might not work very well anyway.
The sniper bug is that it has this strange ability to continually do damage to a small line area for about a second after the initial hit, allowing it to, as you say, defeat a whole line of fast units. Also, if a unit is in that area for more than an instant, it will repeatedly take damage, allowing a sniper do do exponentially more than the 2500 (is that right? I remember it being more like 5000) damage they're supposed to do per shot. They also do massive damage versus giant cra... er, versus krogoths and other superunits.
That noexplode problem was unintentional and is just some kind of oddity in how Spring handles this weapon. In OTA, it was a one shot, one hit weapon, not how it is now. It is a bug and it must be corrected. If you don't like that, deal with it. I hear meth helps cope with AA changes.
I'll also fix the problem they've been reported to have with friendly fire.
The reason they should also, IMO, have a larger mincloakdistantce, is because they are virtually undetectable right now unless you get a unit up close enough to chip its paint. With a larger mincloakdistance, units won't have to get so close, making it more fair.
Commando used to be in AA exactly the way you specify (paralyze+capture). It was termed an assault capture unit, because it could easily capture a lone HLT or something if you were good at micromanagement. It also had a decent AoE on its paralyzer, so it could paralyze a whole group of units (slow reload tho). It was a really great, fun unit, especially in Spring where you can't self-d a unit that's paralyzed! ^^
I don't remember the exact circumstance around it being removed, but I think there was some sort of engine bug that caused it to not work properly... I could try adding it back in now and see what happens.
And no, there's no way I'm going to set artillery back to low-trajectory unless there's a way to make them less pure ownage against everything on the ground. If you thought you've ever found a unit with no easy counter in AA, you should've seen artillery in early versions before I set it to high-trajectory only. A hundred times worse. Seriously, go on sourceforge and download AA: Spring 0.1. Find ANY unit that can cost-effectively beat artillery besides aircraft. Even fast units, like zippers, stood no chance at all.
Plasma guns had this problem too, and I solved it by giving it two different weapons, one used for high trajectory, one used for low. I could try something similar for artillery, but it would be a burden on Archangel to rescript, what... 6 units.... for an idea that might not work very well anyway.
Last edited by Caydr on 04 Jul 2006, 01:26, edited 1 time in total.
I can see why you want to increase the mincloakdistance. That would make some sense, though I would be very careful not to make it too large - once the Sniper becomes too easily countered, this thread will shift the other way. As for the sustained fire bug; is there an archaic value that causes it? It seems - well, a little absurd.
I look forward to seeing and using the Commando in a future release. Pretty much every time you introduce or reintroduce something it allows me to look at the game from a different view point. Thats one of the big reasons why I play Spring, and in particular AA.
Considering these bugs reminds me of the last time I tried to program something, the game for which I created the sprite in my avatar... I accidently mixed up some variables and caused the user-activated shield to pull the player ship off the screen diagonally - an issue which could not be reversed, stopped or reset ingame. My team couldn't hold it together over the program, so we disbanded - but now I feel like I should dust off the java files.
I look forward to seeing and using the Commando in a future release. Pretty much every time you introduce or reintroduce something it allows me to look at the game from a different view point. Thats one of the big reasons why I play Spring, and in particular AA.
Considering these bugs reminds me of the last time I tried to program something, the game for which I created the sprite in my avatar... I accidently mixed up some variables and caused the user-activated shield to pull the player ship off the screen diagonally - an issue which could not be reversed, stopped or reset ingame. My team couldn't hold it together over the program, so we disbanded - but now I feel like I should dust off the java files.
Fair enough about the low-trajectory thing. I just missed the OTA low-trajectory combat units, that's all. I still think it might be nice for the Core arty tank to be restructured into a "long-ranged morty" even if it means the weapon must be nerfed, since the Core has the Tremor to fall back on. But that's a personal opinion - it's your mod after all.Caydr wrote: The reason they should also, IMO, have a larger mincloakdistantce, is because they are virtually undetectable right now unless you get a unit up close enough to chip its paint. With a larger mincloakdistance, units won't have to get so close, making it more fair.
... [snipped]
And no, there's no way I'm going to set artillery back to low-trajectory unless there's a way to make them less pure ownage against everything on the ground. If you thought you've ever found a unit with no easy counter in AA, you should've seen artillery in early versions before I set it to high-trajectory only. A hundred times worse. Seriously, go on sourceforge and download AA: Spring 0.1. Find ANY unit that can cost-effectively beat artillery besides aircraft. Even fast units, like zippers, stood no chance at all.
Plasma guns had this problem too, and I solved it by giving it two different weapons, one used for high trajectory, one used for low. I could try something similar for artillery, but it would be a burden on Archangel to rescript, what... 6 units.... for an idea that might not work very well anyway.
As for cloak ranges, another cloak range problem exists with the Twilights. The fact is that their cloak is too good. The _only_ way to spot a twilight is through micromanagement. A unit standing right next to it, running into it even, does not notice that it is there. While I realise that the current approach isn't really bad since you've the F4 exploit in place, imagine if the F4 wasn't there - the _only_ way you'd discover a Twilight would be to try and build on the spot and notice that you can't. I don't mean that twilights should be easy to spot, but a 1x1 unit standing in the adjacent space should see one.
Ah! Yes, thank you! That's exactly what I'd observed. I had a massive group of Zippers (15-ish) get eaten alive by about two Snipers. I thought it was just because I hadn't spread them out enough, but this explains it perfectly. A while bunch just ran through an area and went *pop*.Caydr wrote:The sniper bug is that it has this strange ability to continually do damage to a small line area for about a second after the initial hit, allowing it to, as you say, defeat a whole line of fast units. Also, if a unit is in that area for more than an instant, it will repeatedly take damage, allowing a sniper do do exponentially more than the 2500 (is that right? I remember it being more like 5000) damage they're supposed to do per shot. They also do massive damage versus giant cra... er, versus krogoths and other superunits.
Fix that, and they're fine, as a swarm will eat them for breakfast even with HLT backup.
That's the plan.Soulless1 wrote:why not just set the snipers to use an invisible laser (normal, not beam) weapon? You can set alpha for lasers now right?
BTW, does Maverick seem to be working better now?
This artillery thing, if it's just a matter of copy-paste from plasma battery script, I'll see if I can implement it in the next version. It WILL be as you describe though - morty-like. Mediocre AoE at best. It'll also have a minimum range so that it can't shoot flash tanks that are attacking it or things like that. Its max range will probably also be shortened a little when in low-traj mode, to keep high-trajectory clearly the main weapon.
Last edited by Caydr on 04 Jul 2006, 02:43, edited 1 time in total.
that botherd me too, good its fixed now. So swarm will now be proper counter to snipers, good.Egarwaen wrote:
Ah! Yes, thank you! That's exactly what I'd observed. I had a massive group of Zippers (15-ish) get eaten alive by about two Snipers. I thought it was just because I hadn't spread them out enough, but this explains it perfectly. A while bunch just ran through an area and went *pop*.
Fix that, and they're fine, as a swarm will eat them for breakfast even with HLT backup.
Wont invisible bulets be too good?
just kiddingMin3mat wrote:lol gine! :D

feedback to sea battles: support ship worsk fine, its awsome against air and subs and even works a bit against ships.
but cruiser looks useless now tbh without deepthcharge. did u improve it anyhow when u took away charge? maybe improve it a bit for ship to ship combat.