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AA 2.11 Persh Variant [YaRly]

Posted: 11 Sep 2006, 17:17
by Persh

Posted: 11 Sep 2006, 17:49
by Foxomaniac
/me believes that this variant is made of FAIL with horrible balance and units that do the same thing as AA units, only worse and with higher cost.

*whistles*

Posted: 11 Sep 2006, 18:14
by unpossible
Foxomaniac wrote:/me believes that this variant is made of FAIL with horrible balance and units that do the same thing as AA units, only worse and with higher cost.

*whistles*
that doesn't take away its right to exist

Posted: 11 Sep 2006, 18:15
by Drone_Fragger
Actaully it does. AA is meant to have as few units as it can, to fill the same roles.

Posted: 11 Sep 2006, 18:19
by Caydr
Actually it doesn't. People are free to do what they want with AA and release their own versions if they so choose, as long as it's clear that it is not an official release.

Posted: 11 Sep 2006, 19:17
by FizWizz
'P' for Persh, or 'P' for Phailure? "Z0mG Big Unitz!!11" is a very poor concept.
You do get credit for knowing how to compile a unit pack, though.

Posted: 11 Sep 2006, 19:19
by NOiZE
Thumbnails FTW ?

also explain it a bit more?

Posted: 11 Sep 2006, 19:29
by Foxomaniac
unpossible wrote:
Foxomaniac wrote:/me believes that this variant is made of FAIL with horrible balance and units that do the same thing as AA units, only worse and with higher cost.

*whistles*
that doesn't take away its right to exist
You have yet to play it with persh I guess.

Posted: 11 Sep 2006, 20:41
by Peet
Foxomaniac wrote: with horrible balance and units that do the same thing as AA units, only worse and with higher cost.

I think this may be the point...

Posted: 11 Sep 2006, 20:49
by Targon
I am interested if just for having something to watch bots go at it with.

download links?

Posted: 11 Sep 2006, 22:40
by Persh
Also, it's not just about bigger units, yes there is a Level 4 Kbot lab for both Core & ARM, but that's not the focus. THe focus is on the large amounts of level 2 Units I added, the Level 2 Hovercraft, ZE CLOAKABLE PEEWEES/AK'S, and that sort of thing.

Posted: 11 Sep 2006, 23:19
by Buggi
Don't forget the walls with 75000 hitpoints.

I think the "P" varient stands for "Porc" :D

Posted: 11 Sep 2006, 23:57
by Persh
11k health for the heavy walls, 5 or 6k for the light walls. Nub.

Also, it's variant.[/quote]

Posted: 12 Sep 2006, 00:05
by Min3mat
Not my cup of tea, although its not my mod.
But just in case you care what i think i think that adding to AAs gameplay and altering is a brilliant idea, but please don't add masses of units or mess with the balance too much!
Gameplay concepts are what i would be interested in, reducing all AA's build ranges to more OTA standards so that it is better to get the expensive nanotowers for guarding construction, or messing with midgame balance, one nice thing i saw in your mod was the shields differentiating the big units, having extremely weak. visual only shields which allow all types of ammo through but clearly mark t3 units for a good area so that they can be scouted easier and then giving them a nice big buff would be cool, or giving t2 pop up turrets shields instead of little holes in the ground
etc
etc

I'm not saying your mod sucks, just not my thing :)
And i'll wait for supcom for my monkeylords :D don't want to spoil it!

Posted: 12 Sep 2006, 00:09
by Caydr
He can't make fundamental balance changes without wrecking compatibility with newer versions of AA and making all his work useless. AA 2.11 FBI files which are altered by mutators won't have the changes from 2.2.

Posted: 12 Sep 2006, 00:24
by Buggi
Persh wrote:11k health for the heavy walls, 5 or 6k for the light walls. Nub.

Also, it's variant.
Ah, so you took my advice and lowered the hit points. Remember they WERE 75k. And I'm the one who taught you about shield colors, so don't you dare call me nub.

Posted: 12 Sep 2006, 02:53
by Das Bruce
NOiZE wrote:also explain it a bit more?
WYSIWYG.

:roll:

Posted: 12 Sep 2006, 03:09
by TheRegisteredOne
lo, the-low-poliness-really-stands-out units :roll:

cool

Posted: 13 Sep 2006, 21:30
by eddy
i tried it, and its not as bad as it looks on the screenshots!, you guys should try it first, seriously. :-)

Re: cool

Posted: 13 Sep 2006, 23:09
by IMSabbel
eddy wrote:i tried it, and its not as bad as it looks on the screenshots!, you guys should try it first, seriously. :-)
Problem is: there are utterly retarded units in there.

The "eagle base"for example is so ugly i firsth thought it was a very bad map feature on those screenies.
Hey, if you make a unit that is half as big as the screen, how about more than 48 polys?