Overview
Introduction Hello this is a guide that I hope will help anyone that might be looking for strategies and/or builds for Planetary Annihilation Gamma v.64498 I will try to update as patches are released, catching up with the most recent patch… Friends list and Replays are being expanded! new features are being promised for replays including youtube uploads and highlights, but for now lots of bug fixes and balance patching!Thank youRate, Comment, and Favorite for more Builds and Strategies!also PM me if you want to include your own Build or Strategy.
Patch Notes Gamma v.64498
Gamma Build: 64498
All of us at Uber Entertainment are always busy. It’s a given. But, the last couple of weeks have been “turbo busy,” as Brad would describe it. In-between polishing up a lot of incredible features, both the Planetary Annihilation and Toy Rush teams spent major swathes of time planning for their game’s showings at PAX East 2014. All the hard work and brain-busting effort paid off, too — oodles of folks dropped by, said hi, and had an awesome time playing Planetary Annihilation and Toy Rush.
With Planetary Annihilation, we set up two groups of four computers and had folks face off against each other in 2v2 matches. Meanwhile, Adam rocked the microphone and casted the matches for everyone observing the action to hear. Over the course of the three-day event, we saw planet smashes and tons of epic plays from rookies that turned pro before our sleep-deprived, but glistening eyes. It was cool, to say the least.
The rest of the team back at the office were also busy busting out all the new features you’re seeing today in Planetary Annihilation’s latest update. In addition to countless optimizations and tweaks, we’ve added some amazing Gamma-specific features: replays and videos, messaging, friends lists, and yet another advanced command and control feature.
Friends Lists, Instant Messaging, and Replays
Among other things, Gamma is all about you and your friends. Friends lists, messaging, and replays are a huge step in this direction. The friends list and instant messaging clients live on the right-hand side of your screen. When you’re not in games, you can add friends, see if your pals are online, or message them.
Replays can be viewed in the new Replay menu available at the main menu screen. Right now, you can search for matches and view them at any time after they end. We’ve got a great plan to expand this feature by adding the ability to create highlights and user uploading to YouTube. We’ll be talking about Replays again pretty soon.
Advanced Commander and Control: Line Drawing
The day’s almost here — starting now, you can organize units in whatever formations that you desire with two clicks of the mouse and a quick drag. We’ve also added the ability for you to set the path your units walk with a shift-click. Fighting across entire worlds is easier with this simple, intuitive, and customizable new control.
The Rest
Of course, this update includes many other fixes, optimizations, and tweaks. Here’s a quick hits list. The full patch notes are available, as always, on our forums:
As always, we look forward to seeing you guys in the lobby, on our forums, and on our Facebook.
Addendum:
As a new experiment, we’re trying to provide more detailed notes on subsets of the actual checkins, because we know a lot of you like this level of detail. These are lightly edited to make sure they make sense to players, rather than developers, but otherwise are exactly as they appeared in our source control:
AI: AI will react to nuke events.
AI: AI will build anti nukes in response to nuke being built in the same gravwell.
AI: AI will build orbital lasers in response to orbital threat in the system.
AI: AI will now build more Advanced radars.
AI: First pass of AI personality (aka difficulty) settings.
AI: Land platoons will no longer give the defense squad an attack order.
AI: Now sends bomber/gunship platoons with a fighter escort.
AI: The AI can now once again expand due to low buildable space.
AI: Server perf improvemnents.
AI: The AI will now get notified when someone initiates a planet smash.
AI: Fix for AI being unable to launch planets at other planets.
AI: AI now uses the neural network when looking form places to attack.
AI: Added neural network fitness function.
AI: Added neural network support for the AI land attack task.
AI: Added some Commander self-preservation.
Animation: Make tank units not scroll treads when attached to a transport.
Art: Small polish pass on radar units
Art: Adjusted the amount of team color on the energy and metal storage units
Art: Radar_satellite_adv art revision
Art: Orbital_fighter art redesign
Art: Fix long time issue with several projectiles being overly dark. Max files had gamma correction turned on which caused the render to texture to output darkened textures.
Art: polished art for radar_satellite
Art: Fix water shader’s normals not rendering properly.
Art: Trimmed the teleporter building down to a much smaller building
Art: Ice feature and crack texture improvements
Balance: The number of potential metal spot clusters will now increase as planet size increases.
Balance: The system editor ‘metal density’ and ‘metal cluster’ sliders now have an effect on planet metal spot generation. Yay!
Chrono-cam: Replays and end-of-game reviews no longer snap to the end of the game and stop just because you exit out of the chrono-cam controls (was a by-product of the live-game “resume” behavior for exiting chrono-cam, which is undesirable for replays/reviews).
Engine: Beam particles
Engine: Particle LOD added back with support for multiple viewports.
Engine: Merge proto/graphics to main. This merge includes the finalization of the GPU-ization of trail particles. All particle rendering functionality is now on the GPU.
Engine: Runtime shader recompilation. This restores previous functionality where shaders are recompiled at runtime if they change. This change also tracks shader header files, so you can change a shader header and all shaders that use it will rebuild.
Engine: Trail/string particles on the GPU. The last CPU-based particle system is no more. Yay.
Engine: Fixed various GPU particle orientation bugs, so they now act per spec.
FX: Adding sort of working jets to orbital lander.
FX: Adding flight effects back on aircraft.
FX: Updating rendering system to handle dielectric specular (white specular).
FX: Encodes specular exponent as either white specular range or diffuse color specular range. Units can determine if surface is metal or not via a mask in the blue channel of their material texture. Terrain and features are always dielectric for now as they use that blue channel for emissive masking.
FX: Change specular from blinn phong to GGX (Disney’s specular lobe).
Gameplay: Fix force landings on the server so it works with multi-planet spawns. Also change the force landing timeout back to 2 minutes.
Gameplay: Fix orbital fabber build arm tool to include a pitch/yaw range so it can actually repair
Gameplay/FX: Change beam weapons back to not always hitting their target even if they miss legitimately. Fix bug causing them to miss to begin with. Was using old positional data, now getting current position.
Gameplay: Fix for units with ballistic projectiles missing wildly while changing directions.
Pathing: Fixed orbital not circling when fabbing
Pathing: Fix for nav agents not getting a flow field, which resulted in them steering towards their goal and running into buildings and terrain and getting stuck.
Pathing: Free Form Formations
Pathing: Fix for groups getting split up and units not waiting for eachother.
UI: Ambient Occlusion: off -> on, HDR: off -> on, Selection Icons: off -> on
UI: We’ve secretly changed Timmy’s selection boxes to circles, lets see if he notices.
UI: New orbital unit icons
UI: Fix mouse not working when focused on the sun.
UI: Revise system designer to use new UI styling
UI: Updated econ bar overflow color.
UI: Updated spectator panel econ overflow color.
From:
[link]
Strategy – Base Defenses (No Walls vs Walls)
Land Barricades are small yet tough blocks of metal that are quick and cheap to make and great to defend with. When you establish your bases defenses Laser Defense Towers, it can be a major improvement to have 2 – 3 Land Barricades in front of the Laser Defense Towers, considering the towers themselves can be weak against Tier 2 units like the Leveler. Here is just one example of how Land Barriers can help protect your base.
^Current Base left side does not have Land Barricades right side does, both sides have 2 Laser Defense Towers left side even had 2 AA towers to assist it.
^Enemy Forces.
^Enemy begins assaulting right side.
^Enemy retreating from right side due to fortification.
^Enemy attacks left side, rushes through both Laser Defense Towers and continues to destroy precious Energy Plants.
^Damage from the right side.
^Damage from the left side.
I’d say Land Barriers won that match! Make sure you dont box yourself in, always leave room for expansion! I hope this strategy helps you defend your precious base, and continue ever onward to PLANETARY ANNIHILATION!!!
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Strategy – Commander Micromanagement
Just recently a friend of mine (GalacticCow) noticed something that could be helpful to those who dont understand the true potential of their Commander. So this is a section just for that! Your Commander although slow, huge, and almost always getting stuck, is great, his left arms build function is the fastest form of creating you have until you begin creating more then one Fabrication Vehical, Bot, Aircraft Etc. your Commanders build function is a great way to start a strong Economy before your enemies. It can also be used to get early defenses, these defenses have recently been restricted to simple AA cannons. So be sure to make those Facotories quickly enough to build Lazer Defense Towers.
You cant forget that the Alpha Commander himself has defenses of his own, his right arm works as a regular weapon with a fast rate of fire and above average damage, allowing him to hold is own, but only for so long. So always have someone backing your Commander up if he’s ever in combat.(Not to mention if your Commander dies its gamer over) Overall your Commander is a vital asset to your Economy and your ability to stay in the game, but dont forget he’s also a force to be reckoned with. Now with the release of the Delta Commander the battlefield is slightly different for commander combat! The Delta Commanders cannon has a much slower figher rate, but a higher AOE (Area of Effect) radius dealing more damage to large groups vs single target.
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Strategy – Naval Force Repellent
Well luckily this is the guide for you! being that there are only currently 3 Biome types, (Tropical, Ice, Moon) every now and then you get that just perfect tropical map that has soo much water someone gets wise and builds a huge navy. Luckily there are a load of counter measures that are perfect for destroying his little sea brigade. Lets start with the obvious ones the Bumblebees (Tier 1 Bomber) and the Hornet (Tier 2 Bomber) although the Narwhal has AA guns they arent very effective especially against the Hornet.(Tier 2 Bombers) the Hornet can just about one shot any ship, and they do substantial damage against Leviathans and Stingrays unless the enemy has claimed the whole ocean as his own, dont be afraid to get some Naval forces yourself, they can be fairly formidable units to have on the battle field.(There are also Torpedo Launchers that do a great job of keeping any enemy navy out of your water) Dolphins and Barracuda are good submarines to use against ships that are giving you trouble. Even land units are effective, Ants(Tier 1 Tanks), Levelers(Tier 2 Tanks), even Stompers(Tier 2 Artillery Bots) are dangerous to ships if close enough, granted the ship needs to be in range of your land units which can be tricky. Considering the current biome selection dosent provide too many large water areas, Naval forces should’nt be too great of a concern. Hopefully this strategy helped you in sinking that Leviathan and forge your way to PLANETARY ANNIHILATION!!!
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Strategy – Orbital Effectiveness
With orbital units and infrastructure on the rise, here is my tip on using orbital units.