Absolute Annihilation: Spring 1.46 - Page 50

Absolute Annihilation: Spring 1.46

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NOiZE
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Post by NOiZE »

BigSteve wrote: One other thought I had was to restore the core cruise missile to an explosive one while keeping the arm as emp, this for me would run nicely with the theme of each race, arms finesse / Core's Brute force
It would be a nice little variation I feel.
Obviously youd have to keep the core range down if they aren't interceptable so they have to be built on the front lines as a pose to deep within a base so they can actually be taken out.

Anyway thx for 1.46 it rocks as always ^^
Agree!

cruisemissle range both arm and core should be about 2500 IMO
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Zenka
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Post by Zenka »

If a the cruizemissle from core would be explosive, then indeed the range should be decreased. Also, the cruize of ARM should stun longer (surely when it has to be the counterpart of the core cruize).
But this kinda logical ^.^'
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NOiZE
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Post by NOiZE »

We can determine the paralyse time next spring version :-)
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Machiosabre
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Post by Machiosabre »

I disagree, if the arm cruise stuns for a long time and core is reverted to old damage then I'd say the arm cruise is superior and should have shorter range.
Egarwaen
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Post by Egarwaen »

Caydr wrote:Speaking of Diplomats... With the improvements made to artillery units, I can see Diplomats, Merls, and *possibly* Dominators being left in the dust. I'm considering a decent HP boost to Dips and Merls, maybe about 30%, to make them more of a specialized unit made for dealing with plasma guns and other long ranged heavy weapons. Maybe give them a very high crushstrength and a really high HP (2x of current?) with a speed reduction, so they can survive while under fire for good amount of time. Maybe make them capable of *barely* surving a direct BLoD hit? I see this as a way of making vehicles more appealing.
I know I'd definitely like that. It'd make assaults with L2 vehicles once BLoDs start showing up in force much more viable.
Mobile Tacnuke launcher doesn't sit very well with me in its current form. Even assuming that EMP was fixed and could be set to do, say, 30 seconds of paralyzing damage, I'd rather they more closely resembled the Catapult. Maybe they could be set to have a 10-second reload heavy v-launch rocket. Range similar to Catapult, medium-small AoE (like 384 or so, kinda like nuke bombers), and no weapon stockpiling, no weapon costs. The rocket would be highly precise, so it'd be a good base-buster. The question is, what countermeasures could there be? Does it really matter? After all, Catapults have no clear and defined countermeasure. Planes would do the trick, as with all slow-moving units.
I like this idea too. Catapults seem much better than Mobile Tac Nukes, and in 1.44, they were often the first L3 unit I saw Core players pump out.
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BigSteve
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Post by BigSteve »

Oh yeah for sure the arm emp needs a longer emp but caydrs already on that I think.
So when the arm has its real emp duration I think the core should be explosive, and I also meant to say that the arm missile range should be similar to core so they both have to be built near the front line...
I shouldve taken more time over my origional post ><
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Zenka
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Post by Zenka »

Machiosabre wrote:I disagree, if the arm cruise stuns for a long time and core is reverted to old damage then I'd say the arm cruise is superior and should have shorter range.
I think otherwise. I rather have Core's cruize.

It would be good if the range are decreased. Like just a bit longer then a lvl 2 plasma battery. That way you can handle them the same way.
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NOiZE
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Post by NOiZE »

Zenka wrote:
Machiosabre wrote:I disagree, if the arm cruise stuns for a long time and core is reverted to old damage then I'd say the arm cruise is superior and should have shorter range.
I think otherwise. I rather have Core's cruize.

It would be good if the range are decreased. Like just a bit longer then a lvl 2 plasma battery. That way you can handle them the same way.
and longer then a annihilator!
Egarwaen
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Post by Egarwaen »

Zenka wrote:I rather have Core's cruize.
I'd rather have a 30-60 second stun effect. With proper timing, that'd let you roll right over even the most hardened defensive line.
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BigSteve
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Post by BigSteve »

Yeah I agree, (I also think the emp aoe should stay as it is at the moment btw) and the core missile would be awesome to take out the backbone of a defence like an anni or even a comm that is helping hold the line
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Zenka
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Post by Zenka »

I'm beginning to dislike this idea...
Leaderz0rz
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Post by Leaderz0rz »

30 to 60 second stun effect? your joking right?
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Min3mat
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Post by Min3mat »

nope. he really is as noob as it says on his t-shirt.
15 would be SWEET. 10 would be acceptable, but timing it will be hard, which is all the fun of it :D
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BigSteve
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Post by BigSteve »

yeah id say between 10 and 15 would be bang on, 30 seconds is riddicy, 60 is insane! hehe
Egarwaen
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Post by Egarwaen »

Min3mat wrote:15 would be SWEET. 10 would be acceptable, but timing it will be hard, which is all the fun of it :D
10's what it is now, and what you bitched about after the release of 1.46. If 10's enough, then the current CMs are perfectly fine. But Caydr's already said he wanted longer, cumulative stuns. And you said a few pages ago that 10 wasn't enough. So which is it?

Reference: this thread. According to Caydr, the CMs are currently paralyzing their targets for exactly 10 seconds, and he wanted a larger window of opportunity per missile with cumulative durations.
Last edited by Egarwaen on 08 May 2006, 22:50, edited 1 time in total.
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BigSteve
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Post by BigSteve »

Wooooo SAucer of milk for Egghead over here ^^
15 especially if its cumulative
Last edited by BigSteve on 08 May 2006, 23:40, edited 1 time in total.
Egarwaen
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Post by Egarwaen »

BigSteve wrote:15 especially if its cumulative
So you think the current missiles are almost good enough? I'd just suggested the longer duration because most people seemed to think they were way too short for their cost.
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BigSteve
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Post by BigSteve »

yeah because 2 would be 30
30 secs is a looong time I cant be bothered to argue though so whatever really
Egarwaen
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Post by Egarwaen »

BigSteve wrote:yeah because 2 would be 30
30 secs is a looong time I cant be bothered to argue though so whatever really
Well, here's another way to think of it. Assuming the same costs for a boom-CM and paralyze-CM, If those same units get blown or damaged up by a CM, how long does it take you to rebuild/repair them?
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BigSteve
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Post by BigSteve »

I err, dont know... is this a trick question? ^^
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