Search found 671 matches

by Reg312
20 Feb 2013, 17:29
Forum: Game related Discussions
Topic: Low popularity of low-oil games (in multiplayer lobby)
Replies: 9
Views: 4105

Low popularity of low-oil games (in multiplayer lobby)

Hello. Playing warzone multiplayer for long time i found low-oil classic games are unpopular in Multiplayer Lobby. Most beginners start playing on "flat high-oil maps", and most of them dont like "classic" maps. Gameplay called "low-oil" is definetely unfriendly to beginners. Unfortunately i do not ...
by Reg312
20 Feb 2013, 08:51
Forum: Skirmish / Multiplay
Topic: How to hidden unit or base build
Replies: 4
Views: 2560

Re: How to hidden unit or base build

See http://guide.wz2100.net/d/satelliteuplinkcenter
Satellite Uplink Center makes player able to see whole map and all enemy buildings and units.
by Reg312
19 Feb 2013, 01:36
Forum: Addon discussions
Topic: tmp's maps
Replies: 154
Views: 57924

Re: tmp's maps

Mortars are a big problem on the map - you can go to the high ground near enemy base and build some mortars and basically win without engaging in too many battles. Example: Player 0 builds mortars on hill near player 3's base, etc. you meant mortars is problem in AI-games? i think you cannot do tha...
by Reg312
17 Feb 2013, 17:20
Forum: Coding
Topic: Help needed - statseditor
Replies: 60
Views: 15694

Re: Help needed - statseditor

I have missed research changes and has some questions: researchPoints = <integer> Points cost to research it (price = points/32, capped at 450) researchPower = <integer> ??????? resultFunctions = <comma-separated list> ??????? I don`t get it yet. I suggest to remove techCode if msgName then major e...
by Reg312
15 Feb 2013, 23:02
Forum: Addon discussions
Topic: [mod]Next Research System (NRS) 2.3.9
Replies: 332
Views: 112134

Re: [mod]Next Research System (NRS) 2.3.9

I dream some day NRS will migrate to 3.1 :roll:

it was nice interesting to discover NRS features and different NRS gameplay
by Reg312
15 Feb 2013, 18:59
Forum: Skirmish / Multiplay
Topic: Lag
Replies: 40
Views: 12957

Re: Lag

Version 3.1.0 more laggy than previous betas. So players have good ping, but their machined is too slow for 3.1 games with large masses of tanks.
by Reg312
15 Feb 2013, 15:16
Forum: Game related Discussions
Topic: Which non-indirect turret has the longest range?
Replies: 4
Views: 2403

Re: Which non-indirect turret has the longest range?

Missile Fortress 24 range
Avenger SAM 20 range
Vindicator SAM 20 range
by Reg312
12 Feb 2013, 12:23
Forum: Game related Discussions
Topic: How do you destroy a fortress?
Replies: 9
Views: 6349

Re: How do you destroy a fortress?

Listen to me :) 1. Use artillery against fortresses any single mortar can kill cannon fortress from distance, but you should be careful. you need sensor upgrades to kill fortresses with combination of sensor + artillery. so mortars, bombards, howitzers etc. have longer range than fortresses but you ...
by Reg312
11 Feb 2013, 14:42
Forum: Ideas and suggestions
Topic: The future of scavengers, again.
Replies: 18
Views: 3571

Re: The future of scavengers, again.

It's like saying you should see what your enemy is building and where otherwise you are at disadvantage not knowing what they are building. NOOOOOOO. i'm explained all. idk why you cannot understand :twisted: Scavengers bases and oils is static information. e.g. you can open same map on your notebo...
by Reg312
11 Feb 2013, 14:16
Forum: Ideas and suggestions
Topic: The future of scavengers, again.
Replies: 18
Views: 3571

Re: The future of scavengers, again.

@Reg312: I like the fact you have to go hunting for them. Their bases are only as invisible as the enemy bases, you have to scout them and keep an eye on minimap. Also, better situation reporting would help (try Enhanced SitRep mod and you'll get notifications about scavenger bases, etc). I'm sayin...
by Reg312
11 Feb 2013, 13:54
Forum: Ideas and suggestions
Topic: The future of scavengers, again.
Replies: 18
Views: 3571

Re: The future of scavengers, again.

Scavengers are good to make harder to expand, they block oil resources. So scavs is way to make games more interesting, not just truck races. Current problem: scavengers bases are invisible, to discover them players lose trucks and it is annoying. I think it can be better if scavenger will be notice...
by Reg312
11 Feb 2013, 10:24
Forum: Balance
Topic: Balance 3.1. Is possibly to fix before 3.2?
Replies: 159
Views: 44207

Re: Balance 3.1. Is possibly to fix before 3.2?

@Iluvalar i remember games with cannons and never noticed effect of first accuracy upgrare.
You forcing me to test it :)
(will respond later)
by Reg312
10 Feb 2013, 23:48
Forum: Balance
Topic: Balance 3.1. Is possibly to fix before 3.2?
Replies: 159
Views: 44207

Re: Balance 3.1. Is possibly to fix before 3.2?

I understand. It's sad but you can't balance a game without a comprehensive model. Agreed. But we do not need a perfect balanced game right now. Also i think 'comprehensive model' for warzone can be very complex. So when we see something in game underpowered - next we make it a bit stronger. Proble...
by Reg312
10 Feb 2013, 22:35
Forum: Balance
Topic: Balance 3.1. Is possibly to fix before 3.2?
Replies: 159
Views: 44207

Re: Balance 3.1. Is possibly to fix before 3.2?

Major balance issues: 1) cannon 2) flamer : Strongly affected by accuracy. Fix the accuracy first !! 3) Rush : Direct consequence of the lack of unit preview. Can't be fixed. Part of the randomness induced in the game now. Minor issues: 1) Machineguns : Fix the accuracy first !! No one wants fix ac...
by Reg312
10 Feb 2013, 02:16
Forum: Balance
Topic: Balance 3.1. Is possibly to fix before 3.2?
Replies: 159
Views: 44207

Re: Balance 3.1. Is possibly to fix before 3.2?

Targeting will have a fairly noticeable impact on balance though, particularly if different types of weapons start getting used more. I'd give the patch a go to see how it works before dismissing it. can you say how tageting can have impact on early game balance between rockets, cannons, machinegun...