Congrats to the latest patch.

Discussion in 'Planetary Annihilation General Discussion' started by theredstone, December 21, 2014.

  1. theredstone

    theredstone New Member

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    I want to congratulate Uber for the latest (unitcanon) Patch. The game now feels a lot more polished. I always enjoy playing this little masterpiece.
  2. Bersercker

    Bersercker New Member

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    Agreed, most of the games i played after the patch were very great. Almost like spucom:fa now. :)
    Abaddon1 likes this.
  3. theseeker2

    theseeker2 Well-Known Member

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    aha
    no
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  4. brandonpotter

    brandonpotter Well-Known Member

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    pffft, not even close.
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  5. Abaddon1

    Abaddon1 Active Member

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    And the inevitable FA fanboy derail has already begun. :(

    Back on topic, ya the new patch is a nice set of additions. Still work to do (still looking forward to the day naval is once again useful), but certainly heading in the right direction.
    igncom1 likes this.
  6. theseeker2

    theseeker2 Well-Known Member

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    I think FA and PA are just completely different games. They're both large-scale RTS games, that's about all. There's absolutely no doubt that FA just had superior physics and projectile effects. FA was a slower-paced game too. That being said, I find myself playing PA a lot more than FA.
  7. Debosse

    Debosse Member

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    Honestly pa Is in the best state I have seen it in for quite some time. Builds can vary and the OMGDOXUP/OP is gone. Really I think that the only thing stopping it from being near perfect (imo) is the state of t1 power and the very rocky transition to t2. And after the buffs naval is actually playable (still up but playable).
  8. theseeker2

    theseeker2 Well-Known Member

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    I'd make the case that naval can be ridiculously OP as it is now. The only real counter to naval are nukes, orbital lasers, and another navy... barring superweapons of course. Now, if you build a large navy in a small pond, it becomes basically an unstoppable fortress since antinukes and umbrellas can be built on water. I think naval is fine, personally, the issues here stem from the lack of continuity between bodies of water on randomly generated planets - there's lots of small lakes & ponds and not enough oceans and rivers. This is easily fixed by making a few manual edits to the planet.

    EDIT: Artillery works against that sort of fortress too, but then artillery can be built on water as well
  9. MrTBSC

    MrTBSC Post Master General

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    supcom doesn`t have to deal with its map being "spherical" ... its physics are optimised for its needs as PA are for its
    additionaly PA´s battlefields are not as terrainheavy ...
    so it´s argueable weither or not SupCom´s physics would work well on PA maps at all ... i rather think they wouldn´t
    unless you have a friggin large planet ranging to 5(?) k radius
    theseeker2 likes this.
  10. squishypon3

    squishypon3 Post Master General

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    PA's physics are gravity based as they should, both Supcom and PA should have exactly the same physics...
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  11. theseeker2

    theseeker2 Well-Known Member

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    SupCom's seemed more fluid to me, and the collision models in SupCom were undoubtedly better. Projectiles seem slightly more random in SupCom too.
  12. MrTBSC

    MrTBSC Post Master General

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    i don´t think you can realy make it work so that it translates well between both games without looking out of place or gets messed up with the map/planet ...
  13. squishypon3

    squishypon3 Post Master General

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    Well they're the exact same, and hotboxes in PA are exactly the same as the unit's model. (As the hitboxes ARE the model)

    What you mean by random is in accuracy I assume, that can be changed by whim of the deva easily by changing a number, as it turns out the devs only apply said inaccuracy to a few units... Mostly artillery.

    The physics engine is fine and works via simulated gravity, one G I assume. The thing you dislike is utilization of said physics engine.
    cptconundrum and cdrkf like this.
  14. MrTBSC

    MrTBSC Post Master General

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    i rather think everything in supcom looked more authentic and consistent ...
    my impression however is that a lot in supcom feels kinda slowish aswell ...
    in PA most things feel kinda more hectic and frantic ... neither is neccesarily bad ... it is simply different ... gotta go watch some videos to compare ...
  15. theseeker2

    theseeker2 Well-Known Member

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    No, the way projectiles move are just fugly, the trajectories flatter than they are in FA and the projectiles are too accurate. I suppose yes, I dislike the utilization of the engine. Also though, in absolutely NO WAY are the hitboxes and the visual models the same, you can see very clearly this isn't the case with stuff like metal extractors.
  16. igncom1

    igncom1 Post Master General

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    All it needs to do now is implement experimentals, shields and a tech point system for unlocking T2, and we might have a game as good as supcom 2.
    Hazorazor likes this.
  17. theseeker2

    theseeker2 Well-Known Member

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    SupCom did feel slowish, that was what I liked about it, the exaggerated projectile arcs and all. It works very well in a game. In PA, the projectiles are so fast that I feel there might as well not be physics at all.
  18. squishypon3

    squishypon3 Post Master General

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    Then please explain how completely new models that I've created have fully working hitboxes set up without doing anything programming wise.
  19. MrTBSC

    MrTBSC Post Master General

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    MUST ... RESIST .... URGE TO .... !!!!!
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  20. squishypon3

    squishypon3 Post Master General

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    C-Calm yourself! It's just Igncom!
    cptconundrum, cola_colin and igncom1 like this.

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