PTE Build 76412-pte now live (updated with new build 12/16/14)

Discussion in 'Planetary Annihilation General Discussion' started by jables, December 5, 2014.

  1. cptconundrum

    cptconundrum Post Master General

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    Those people were being a little ridiculous though. There was never any reason to believe that development had stopped.
  2. wondible

    wondible Post Master General

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    Units appear to arrive sideways. Or forwards considering the pods path of travel.

    You can launch non-amphibious units into water.

    Screen Shot 2014-12-04 at 21.33.40 .png

    Umbrellas don't shoot at pods, but they do take one potshot at at landing units at ground levels.

    Unless you cross the streams. Umbrellas never stop firing at land-only units stuck in water. ;^)

    Screen Shot 2014-12-04 at 21.32.51 .png
    nevr0n, squishypon3, dukyduke and 5 others like this.
  3. lokiCML

    lokiCML Post Master General

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    .
    Last edited: December 5, 2014
  4. nick2k

    nick2k Active Member

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    Secondary colors <3 <3 <3 and just when I thought it couldn't get any better. SOLID COLORS!!

    [​IMG]
    Zainny, Remy561, carn1x and 3 others like this.
  5. warrenkc

    warrenkc Active Member

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  6. carn1x

    carn1x Active Member

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    Damn it why must Uber release right when I get to work. Every time something awesome appears I have 9 hours to grind out!

    Is area attack already possible with UC? I think it would be cool if area attack would cause leading unit pods to slow down during the pre/re-entry in order to synchronise landing in formation, or at least scattered over the area.

    Could also provide an interesting method to scout a planet, just area attack the entire planet with 12 skitters and get a general overview of proceedings.
    Remy561 likes this.
  7. websterx01

    websterx01 Post Master General

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    2014-12-05_00008.jpg
    Silly Commander, it fires torpedoes on land, far away from the water. It really ought to use it's regular cannon instead :D

    Also, T1 naval does a huge amount of damage to even a commander. My Destroyer and Frigate killed it just as it walked by them.

    Oh, 25% size reduction might be a tad over-kill. They look almost like toys now.

    Edit: wow,the lighting is beautiful.
    Last edited: December 5, 2014
    Remy561 likes this.
  8. igncom1

    igncom1 Post Master General

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    That was very legit, I must admit.

    Very strange playing vanilla again, everything felt...off.

    Still fun however, the UC's were great at sending advanced fabbers to enemy worlds for insta building gates and defences.

    However my enemy had fled their moon to the main central planet, so I equipped their own moon with a Hally, covered in anchors, and slam jamed it onto their newly colonised planet.

    I forgot how powerful slammers are, and snipers as always via my gates were leet.
    Remy561 likes this.
  9. igncom1

    igncom1 Post Master General

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    Lets give it a while first, see if it grows on people.
    planktum and cptconundrum like this.
  10. websterx01

    websterx01 Post Master General

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    @igncom1 I could easily get used to it, but I think maybe in the 15-20% range we'll have a sweet spot. Who knows, maybe I'm just the odd one here! :p
  11. mered4

    mered4 Post Master General

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    Found some interesting things going on with the Unit Cannon:

    1) It's a matter of having the right amount of defenses. Apparently, two AA towers and a commander stops an entire UC barrage of Booms.
    2) Area Attack doesn't work with UCs.
    3) Because it's so crazy accurate, it can be more of a snipeyish weapon. But not always. Sometimes you can use it for other purposes.
    4) Slammers are so OP with the UC LOLOL
    5) Spinner Drops to kill the AA around your dropzone instead of land units? Yeap. Good idea.
    6) To make this useful to me in a regular game, please, PLEASE decrease the cost or make it T1.

    By regular, I mean NOT 1v1.

    EDIT: Naval needs more testing. Haven't done enough of it to make sure it's useful.
    Remy561 and ArchieBuld like this.
  12. codylc

    codylc New Member

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    Not exactly sure how it's configured right now (only tested for a few minutes), but I'd like to add to this point.

    IMO, units traveling via unit cannon should have a lower "pod" health, similar to how all units traveling via Astraeus have a total of 150 HP. This keeps units from getting too OP when shot via Unit Cannon and offers any chance of defending against the UC.
    lafncow and mered4 like this.
  13. cola_colin

    cola_colin Moderator Alumni

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    You are just too used to playing with playmobil by now. Don't worry it will cure you over time.
    squishypon3, websterx01 and Remy561 like this.
  14. Zainny

    Zainny Active Member

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  15. Zainny

    Zainny Active Member

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    Looks awesome. PA is actually a really attractive game right now...
    thetrophysystem and planktum like this.
  16. planktum

    planktum Post Master General

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    Just needs a bit more work done on visual effects, lighting, weapons, explosions, etc.
  17. planktum

    planktum Post Master General

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    I would have gone with about 15 to 20% reduction.
  18. stonewood1612

    stonewood1612 Well-Known Member

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    OMG SECONDARY COLOURS

    It has happened! Somebody get @burntcustard.
    I'm crying.

    And more:
    Unit Cannon, Naval balance, Auto-economy, bomber priority,...

    This is epic. No, it is awesome. Awesomeness™ approved.
    DeathByDenim and Remy561 like this.
  19. FSN1977

    FSN1977 Active Member

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    Enginner pathfinding is poor in this build, stuck on buildings and cliffs.
    Zainny likes this.
  20. wpmarshall

    wpmarshall Planetary Moderator

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    Well, I know what I'm streaming this afternoon :)

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