jammer tower

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jammer tower

Postby andrvaut » 16 Aug 2017, 18:36

As everyone has already noticed, jammers do not fit into the balance.
This is one of the main reasons why I can not advise everyone to switch to version 3.2. And the holding of tournaments on this version is also in question.

I see a few ways to improve the situation. They do not contradict each other and can be used together:

1) Increase in cost. 1000 per tower will not allow them to use the card.
2) Limitation on the maximum number of 5-10 towers with units included. (Like trucks or command turrets)
3) Priority attack of units on the jammers
4) Increase the distance from which the guilt of hidden units.
5) Pulse mode of the jamming (as in satellites strike).
6) Do not turn off the work while driving.
7) Correction of Radar Detector
vaut ΣΑ [GN], ru streamer.
Tournaments channel: https://www.youtube.com/channel/UCzusNa-54ydodtSz2TdHFww
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Re: jammer tower

Postby Terminator » 17 Aug 2017, 10:18

I would suggest to use jammers only vs. in-direct weapons like artillery. So if jammered units are is range of arty, arty can't see them cause of jammer sensor. And if jammered units close to common enemy units everything works like in 3.1.x, they shoot at them. (dont cut the vision in head-to-head battle)
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Re: jammer tower

Postby Per » 17 Aug 2017, 19:03

Terminator wrote:I would suggest to use jammers only vs. in-direct weapons like artillery. So if jammered units are is range of arty, arty can't see them cause of jammer sensor. And if jammered units close to common enemy units everything works like in 3.1.x, they shoot at them. (dont cut the vision in head-to-head battle)

This is sort of already the case - it is just that the 'close range' is fixed, a very close range, and the same for all weapons. I'm not sure how I'd visualize your suggestion, that is, implement it without making it all very difficult to understand what is going on.

As for the original suggestions: 1) Agreed, price needs to go up. 2) I don't like artificial limitations much. I'd prefer other ways. 3) This should definitely be implemented. 4-7) Not sure what these mean.
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Re: jammer tower

Postby andrvaut » 17 Aug 2017, 19:21

My English is bad, sorry.

4) I meant the increase in the distance from which the units will sensors the enemy hidden.
5) Interleaving modes of operation and recharging. 15s work after 20s recharging.
6) like riple and other sensor. no work if move unit.
7) now Radar Detector dont work. It see jammer tower good idea.
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Tournaments channel: https://www.youtube.com/channel/UCzusNa-54ydodtSz2TdHFww
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Re: jammer tower

Postby _Mc_ » 01 Sep 2017, 17:52

to remove completely from the game..
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