Hit ratio of flamers against structures is an absolutely minor issue, as long as they no longer make incendiary damage to them (they don't).Iluvalar wrote:The first making the inferno "miss" their shots in the structure hitbox. Causing them to have 100% hit ratio instead of 75%.
T1 my friend
Re: T1 my friend
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Re: T1 my friend
You could try to create a new unit template in templates.txt without adding it to assignweapons.txt.NoQ wrote:Also, i wonder if removing the transporter weapon is possible at all. Every unit must have a turret, right? Probably replace it with sensor? It would be non-trivial though, cause it will make artillery shoot then. Maybe replace it with VTOL Strike Turret (?!) and attach escort if necessary.
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Re: T1 my friend
With or without incendiary area of effect, An increase of 33% of the direct damage is an important issue. I don't understand you...NoQ wrote:Hit ratio of flamers against structures is an absolutely minor issue, as long as they no longer make incendiary damage to them (they don't).Iluvalar wrote:The first making the inferno "miss" their shots in the structure hitbox. Causing them to have 100% hit ratio instead of 75%.
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Re: T1 my friend
When flamers are attacking buildings, the game is most likely already over. They are too slow to kill a building, so if a player decides to do that, there is just nothing else to attack around.
I'm not talking about area of effect, i'm saying that flamers no longer burn buildings like hell due to weapon modifiers not applicable to incendiary damage. They pretty much deal no damage to buildings now (apart from bunkers), 33% increase for a zero damage doesn't mean much.
I'm not talking about area of effect, i'm saying that flamers no longer burn buildings like hell due to weapon modifiers not applicable to incendiary damage. They pretty much deal no damage to buildings now (apart from bunkers), 33% increase for a zero damage doesn't mean much.
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Re: T1 my friend
@JJjopando
Seriously Dylan, take life for real. instead of arguing with everything?.....which you never will
Seriously Dylan, take life for real. instead of arguing with everything?.....which you never will
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Re: T1 my friend
Regarding Transports: They should limit the number to 15. Because than they can transport 150 Units - that would be enough and gameplay wont be this kind of lame when one abuses them.
Re: T1 my friend
Not applicable to supertransporters, they will only be able to transport 45 heavy tanks then. Also, 15 transporters are enough to exploit.Alarich[BDC] wrote:They should limit the number to 15. Because than they can transport 150 Units
Bumping my idea again:
With the following fix: vtols attached to a strike turret should circle around it, not sit on their pads until the enemy is spotted.NoQ wrote:Maybe replace it with VTOL Strike Turret (?!) and attach escort if necessary.
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Re: T1 my friend
I'm not sure anyone tried, but you can change all of the supertransport's weapons in assignweapons.txt to NULL and then change the last value in templates.txt (number of weapons) to 0.
Attached mod for latest RC for if you're feeling lazy. (haven't touched the default transport, but all you need is these two files to change that too)
Attached mod for latest RC for if you're feeling lazy. (haven't touched the default transport, but all you need is these two files to change that too)
- Attachments
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- noweptransporter.wz
- (7.32 KiB) Downloaded 312 times
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Re: T1 my friend
I love NoQ's idea of having a turret that makes escorting vtols circle round a transport (or maybe fly in formation with it, eg. either side of the transport).
I don't play MP, but when an AI starts throwing flamers at me I just build walls and then they are kind of screwed. Put a few MG towers behind walls, or some cannon hardpoints, or some mortar pits, etc., and the flamers become cannon fodder. If my tanks encounter flamers out in the field though, well, I avoid that encounter until I have MRA hovers then I can kite the flamers and quickly retreat if they snag me.
I don't play MP, but when an AI starts throwing flamers at me I just build walls and then they are kind of screwed. Put a few MG towers behind walls, or some cannon hardpoints, or some mortar pits, etc., and the flamers become cannon fodder. If my tanks encounter flamers out in the field though, well, I avoid that encounter until I have MRA hovers then I can kite the flamers and quickly retreat if they snag me.
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Re: T1 my friend
AI
That's why i say there's no such thing as "balance in skirmish". Very often AIs don't destroy walls at all, so you can hold them with walls only as long as you want ...walls
A human will surely make a couple cannon or mra tanks to make a two tile hole in your wall in his prefered place, and then they get quite meaningless.
If you manage to avoid encounter for that long, then you already won (since MRA hovers are a very major timed advantage when researched quickly).If my tanks encounter flamers out in the field though, well, I avoid that encounter until I have MRA hovers
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Re: T1 my friend
Personally, I would continue the flamer rush and simply ask them to repair at medium damage. Knowing the tech tree and knowing this way I'd force eggplant to keep researching walls and machine guns instead of something that he will need later to attack me. Put priority on research upgrade and power upgrade (because he wont attack me anyway), and finaly build some tracked pulse laser to take those poor wall from safe distance.NoQ wrote:AIThat's why i say there's no such thing as "balance in skirmish". Very often AIs don't destroy walls at all, so you can hold them with walls only as long as you want ...walls
A human will surely make a couple cannon or mra tanks to make a two tile hole in your wall in his prefered place, and then they get quite meaningless.
But overall, same conclusion on my side : the AI dont know how to deal with turtlers at all.
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