Absolute Annihilation 1.5 - Page 45

Absolute Annihilation 1.5

All game release threads should be posted here

Moderator: Moderators

Locked
User avatar
Min3mat
Posts: 3455
Joined: 17 Nov 2004, 20:19

Post by Min3mat »

that would be awesome, can spring do that?
Egarwaen
Posts: 1207
Joined: 27 Feb 2006, 21:19

Post by Egarwaen »

neddiedrow wrote:water based walls that happen to be guns, like the new land ones.
Wait, what? Did I miss a changelog entry?
User avatar
wizard8873
Posts: 254
Joined: 21 Jan 2006, 02:42

Post by wizard8873 »

hmm, a submersible transporter does sound like a good idea. although, i rarely see transports on front lines. i always thought of them as getting reinforcements in quick or just have reincforcements sitting a little bit away from the attack and being able to unload an army just incase. why not a lightly armed transport that can hold less units then a regular one. that way, you can get to where you want to and still have a chance to defend yourself a little bit and get some units deployed.
User avatar
Neddie
Community Lead
Posts: 9406
Joined: 10 Apr 2006, 05:05

Post by Neddie »

Egarwaen wrote:
neddiedrow wrote:water based walls that happen to be guns, like the new land ones.
Wait, what? Did I miss a changelog entry?
You haven't run into them yet? The dragon's teeth that have lightning weapons that deploy from them? They're really quite fun...
User avatar
Neddie
Community Lead
Posts: 9406
Joined: 10 Apr 2006, 05:05

Post by Neddie »

Min3mat wrote:that would be awesome, can spring do that?
I don't see why not, all you need is to allow the arm to nab and replace units from land while starting in the water. The biggest issue is having the graphical elements above and below the water.

Failing that, we could make an amphibious transport that has to be on land to load and unload.
User avatar
Min3mat
Posts: 3455
Joined: 17 Nov 2004, 20:19

Post by Min3mat »

erk stupid pages
i meant the non vertical cruise missiles
(obviously with a nerf of some sort to make up for the time saved from travelling vertically, if its needed taht is as they are already getting nerfed)

a ballistic pathed rocket for messengers would be AWESOME
User avatar
Rayden
Posts: 377
Joined: 01 May 2005, 13:15

Post by Rayden »

krogothe wrote:
Caydr wrote:Cruise missile ships fire more slowly now, and I think everyone can agree that it was too fast before, yes?
i could swear it was a 60+% damage reduction before :?
I like it
It was 60% range reduction and halfed firerate ... in this case you modified that now Cadyr?
Egarwaen
Posts: 1207
Joined: 27 Feb 2006, 21:19

Post by Egarwaen »

neddiedrow wrote:You haven't run into them yet? The dragon's teeth that have lightning weapons that deploy from them? They're really quite fun...
Oh, I thought you meant like the LLT fort walls from the Uberhack.
User avatar
knorke
Posts: 7971
Joined: 22 Feb 2006, 01:02

Post by knorke »

Can anyone post a demo of the carrier not working? Or at least describe what's going on when they're not working? I haven't had any problem with it.
just had this problem some time ago with the 1.48 version.
Sea gunship (core) lands on the carrier and folds its wings.
It didnt get repaired and when given order it just flapped his wings like a butterfly.
But then again, Iam not sure if the Carriers require energie to repair planes?
User avatar
Caydr
Omnidouche
Posts: 7179
Joined: 16 Oct 2004, 19:40

Post by Caydr »

Uh.. Just to make sure, you know there's already a submersible transport like the one you mentioned? It's called an Intruder. Only Core's got one, so the clones are still screwed, but who cares about them. Being as you didn't even know it existed, it must not be much of a unit. Why don't you try them out and see what changes ought to be made to them?

Anyway, I'll boost up transports a bit if you want. Describe how you want it done (more hp? less cost? better maneuvering? etc) and I'll see to it. Just make it quick, I don't know how long there'll be before .72 and that'll force my hand.
User avatar
Aun
Posts: 788
Joined: 31 Aug 2005, 13:00

Post by Aun »

Caydr wrote:Uh.. Just to make sure, you know there's already a submersible transport like the one you mentioned? It's called an Intruder. Only Core's got one, so the clones are still screwed, but who cares about them. Being as you didn't even know it existed, it must not be much of a unit. Why don't you try them out and see what changes ought to be made to them?

Anyway, I'll boost up transports a bit if you want. Describe how you want it done (more hp? less cost? better maneuvering? etc) and I'll see to it. Just make it quick, I don't know how long there'll be before .72 and that'll force my hand.
You sure you didn't remove that?
Egarwaen
Posts: 1207
Joined: 27 Feb 2006, 21:19

Post by Egarwaen »

Aun wrote:You sure you didn't remove that?
Still there last I checked.
User avatar
Pxtl
Posts: 6112
Joined: 23 Oct 2004, 01:43

Post by Pxtl »

Caydr wrote:Uh.. Just to make sure, you know there's already a submersible transport like the one you mentioned? It's called an Intruder. Only Core's got one, so the clones are still screwed, but who cares about them. Being as you didn't even know it existed, it must not be much of a unit. Why don't you try them out and see what changes ought to be made to them?

Anyway, I'll boost up transports a bit if you want. Describe how you want it done (more hp? less cost? better maneuvering? etc) and I'll see to it. Just make it quick, I don't know how long there'll be before .72 and that'll force my hand.
I tend to avoid vehicles on naval maps because so few naval maps have slopes that can be negotiated by AA's amphibs.

edit: shoudln't it be added to the amphib complex?
User avatar
Neddie
Community Lead
Posts: 9406
Joined: 10 Apr 2006, 05:05

Post by Neddie »

I just realized I haven't played Core since AA 1.44...

The ship ones could do with better maneuvering or a lower build-time, but I wouldn't mess with armour, speed or hp. That will keep them viable late into the game, which is the only time you can spare land troops for sea transport anyway!

After additional review, I'd have to say the air ones are pretty good as is. Same with Hover, in my opinion.

Anyway, I'm going to hold on to all of my ideas for AA until I have enough to spring a dozen or so good ones on you Caydr. So, maybe a week or so.
jellyman
Posts: 265
Joined: 13 Nov 2005, 07:36

Post by jellyman »

Just a thought on the Action mutator - having a flat 25 metal econ will reduce incentive to expand. If playing against a determined porcer you no longer have the advantage of a superior economy.

How about still allowing mexes, solars and windmills but no other resource. That way you have incentive to expand. But with cheap mexes and no energy conversion there won't be any need for anyone to try and spend lots of time building a huge economy. Instead it will be aggresively expand and get into the action quickly.
User avatar
Caydr
Omnidouche
Posts: 7179
Joined: 16 Oct 2004, 19:40

Post by Caydr »

That's possible, I guess. Though I'd rather do something different, like maybe eliminate the majority of the buildings with weapons, making porcing impossible/pointless rather than just making it less viable.

If I DID do that, which of the following should remain ingame: nukes, emps, tacnukes, berthas, vulcans? Should all of them stay? I guess they're one of the main reasons to build L2 cons, if there's no resource advantage anymore.
Rayden wrote:
krogothe wrote:
Caydr wrote:Cruise missile ships fire more slowly now, and I think everyone can agree that it was too fast before, yes?
i could swear it was a 60+% damage reduction before :?
I like it
It was 60% range reduction and halfed firerate ... in this case you modified that now Cadyr?
Cruise missile ship firing rates halved, damage reduced by 1/4
that's from 1.5, no changes in the new version.

~~~~

Oh, here's some more stuff to run by you all. Feedback greatly appreciated:

Code: Select all

 Goliath movement speed reduced 0.08 (1.38->1.3), metal cost reduced 200
  (1207->1007)
 General slope tolerance relaxed, especially for amphibious tanks
 Kbots and vehicles (non-amphibious) now both have the same maximum
  water depth (20)
 Intruder added to Core Amphibious Complex
With the goliath changes, this makes it so that it's only about 30% more expensive than a reaper/bulldog, while having much greater firepower. However it has the strong disadvantage of being less maneuverable/effective vs fast units.
User avatar
MR.D
Posts: 1527
Joined: 06 Aug 2005, 13:15

Post by MR.D »

Action could be alot of fun if this was the limit of the Economy units available.

Wind, Solar, lvl-1 Mex units, and thats it.

Don't allow for energy conversion or for lvl2 economy units at all :D.

Keep things simple.
User avatar
Min3mat
Posts: 3455
Joined: 17 Nov 2004, 20:19

Post by Min3mat »

might as well remove them, there will no point in them at ALL since you have suchhhhh a low income!

(@ the superweapoms)
User avatar
ginekolog
Posts: 837
Joined: 27 Feb 2006, 13:49

Post by ginekolog »

leave goliath, slow units are USELESS (dgun anyone?)

I would rather play 2k metal for goli that is as fast as new reaper :)
User avatar
Min3mat
Posts: 3455
Joined: 17 Nov 2004, 20:19

Post by Min3mat »

thats a load of crap.
golly is a slow assault unit. it now is
reaper is a multipurpose T2 tank. it now is.

its ALL good!
Locked

Return to “Game Releases”