Basically the concept of an Annihilator Class Vessel is simply a larger vessel designed to carry the weight of weapons that would otherwise be impractical or too large for bots, tanks or even the larger sized bombers. However the balancing factor of the additional forward offensive fortress on the ground or the skies has been effectively determined below. All Annihilator classes consist on one support functionality (construction+healing bot functionality, on board energy generator (for the economy) or the ability to both be a tank and a air unit (come up with more ideas). They also come with only 1 superior weapon that would otherwise be impractical for any other unit in the game (Extended ranged super artillery, Colossal Anti Tank (or Anti Air) Battery, or whatever you can come up with) and 4-8 lesser weapons batteries so it actually can put up a decent fight. So the issue with the Annihilator class is that instead of having one giant health bar, The support health bar, the super weapon health bar, and all the batteries health bars that if any one of them are destroyed, it weakens this mammoths ability to fight and is a very ineffective rush unit due to cost and weaknesses that smaller units would help prevent critical damage. It could easily be destroyed in on e shot by a nuclear explosion because of the smaller health bars or anything that has "area of effect" type damage, and that is why this unit is perfect for this game because it is a balanced method of including great war machines. Tell me what you think of this unit, should they add it before the Beta ends or wait for a DLC? ____________________________________________ edit: Also for the larger size of the unit means that it may not be able to travel in chock points or mountains very effectively, just something to consider.
The idea as it stands is bordering in Super Unit- which is a confirmed no. The idea of a heavier chassis for something with more punch on the battlefield though does have merit. I think PA would benefit from a heavy T2 tank akin to the Penetrator from TA though. So a heavier unit platform would make some sense. Something like that would easily be balanced as it would be slow and very vulnerable from light units getting in close.
Sounds like a freespace capitol ship. I like the concept of adding in a super unit that can be disabled by targeting weapon systems instead of the chassis but I don't see how it will work on this game being that each unit only has a single hit box. What I would like is orbital and land variants of large chassis units comparable to T2 navy.
instead of trying to search and getting sidetracked any longer, can you please point to where it was -confirmed- it would be no? I see a lot of discussions on it, and I see where a lot of people had certain problems with it, but nowhere where uber stated specifically they will not be doing super units at all. not saying it didn't happen... just saying I want to know where. ultimately asteroids, from what I had heard, is going to work somewhat like this. there just not quite that far yet (you can build a lot of nuke launchers on the asteroid, then park it in orbit of a planet and nuke it from orbit)
To be clear- Super Units are a confirmed no for 1.0 release and probably won't be made by uber. They may well be included at a later date and almost certainly will get modded in (as modding is key feature of PA). I've been following PA since the Kickstarter though so I have no idea where the post / livestream with this in is now (we're talking over a year ago probably)...
Fact becomes legend, which fades to myth and eventually myth is forgotten. I remember hearing about the no super units but I would not be able to find it. But the miscasts could look though the unit ideas thread as I believe Garret said as much there. Before alpha I made a thread talking about the idea of what I dubdBattleroids where you could build a lot of guns on a asteroid and move that into low orbit to fire down to the planet. Not my best idea to be sure. But do not worry as PA form day one is a game for modding and such a idea should be easy to add. -edit- https://forums.uberent.com/threads/its-time-to-talk-unit-ideas.52165/ for the patient
don't get me wrong, I love it when I see a game that allows and supports modding, it makes it 10x better. but my only problem with modding, is it usually makes finding games to play with people more of a pain then it usually is worth, because everyone winds up having there own different "version" of the game they like to play with certain mods. hopefully uber can make a system that cuts down on/eliminates that. then I'd be super happy.
So far the server side hosting is offering a lot for that. It doesn't support new art/sound assets yet, but you can edit the balance server side and the clients are fed the correct info on the fly.
How is it that the T2 navy units are not considered super units? They are as big as a monkeylord and they can only be countered effectively with like units. It would be nice to get land and orbital units that are just as beastly.
Because boats are just scaled up units, and really have the justification to even be super units as they kinda were in real life.
I disagree with the idea that they can only be countered by like units, but I do agree that unit for unit they are much more powerful than their land equivalents. For example Stingray has AA, but it's still pretty slow firing. It's best suited for destroying single expensive targets(like T2 ships) but is weak vs mobs of anything. Equal spending in gunships would eat it alive. I think what makes them less "super" and more "heavy" is that they are very role specific. A Stingray or the battleship (name?) excels in it's role, but it can't solo an army using combined arms. The Monkey Lord or the Fat Boy would eat any type and any number of units you could send against it. It took massively concentrated long range fire to destroy SupCom super units. I'm against adding "super" units, but I love "heavy" units. I really would like to see a couple T2 heavy orbital units to help with interplanetary assaults. When the time is right I think we'll see a lot of Homeworld inspired mods.