WHY NOT RIPPLE,ARCHANGELL,GROUND SHAKER LIMIT???

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xXSpecialsoulXx
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WHY NOT RIPPLE,ARCHANGELL,GROUND SHAKER LIMIT???

Post by xXSpecialsoulXx » 07 Sep 2011, 08:49

when you knwo the power of that,,, this is a carrer in the research to win -.-!
Last edited by xXSpecialsoulXx on 08 Sep 2011, 00:32, edited 1 time in total.

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Re: WHY NOT RIPPLE,ARCHANGELL,GROUND SHAKER LIMIT???

Post by Shadow Wolf TJC » 07 Sep 2011, 09:41

Seems like yet another complaint as to why there's not any artillery limits. There might be a mod out there somewhere that allows players to set a limit to artillery.
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Re: WHY NOT RIPPLE,ARCHANGELL,GROUND SHAKER LIMIT???

Post by xXSpecialsoulXx » 07 Sep 2011, 09:56

ya ..but why not in the oficcial game?

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Re: WHY NOT RIPPLE,ARCHANGELL,GROUND SHAKER LIMIT???

Post by NoQ » 07 Sep 2011, 10:41

No way. Artillery is overpowered only in tasteless high-oil games, which are unbalanced anyway, because the balance of prices isn't taken into account. In normal games artillery is rarely effective, so there's no need of putting limits to it. Use VTOLs to get rid of artillery farms. If you switch off VTOLs, you're making the game even more unbalanced. Enough was said on this topic already.

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Re: WHY NOT RIPPLE,ARCHANGELL,GROUND SHAKER LIMIT???

Post by Baxter » 07 Sep 2011, 11:24

I completely agree with NoQ. These unbalanced high oil games on huge maps with vtols off are specifically played so that people can build huge amounts of artillery. Just play low oil games instead.

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Re: WHY NOT RIPPLE,ARCHANGELL,GROUND SHAKER LIMIT???

Post by Iluvalar » 07 Sep 2011, 20:44

I dont agree with both 2 on top. High oil maps are not even unbalanced. The research mechanic is broken. But the remaining still balanced :D .

But i agree with the fact that arty limit is useless. Artillery and vtols are good only in the hand of a winning player. They are scary just because they need a lot to end the job¹. If no faction took a great advantage on the other, no faction can start safely arty or vtol. The pressure would just be too much to have spare power to spend in that.

¹ and many players are noob with that... will build 200 of then instead of 10 and a sensor. lol. leading in games technicaly already won by one side, but not ending until 25 minutes later. Of course if you are in that scenario after 10 minutes. You will feel that ripples are incredibly strong.
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Re: WHY NOT RIPPLE,ARCHANGELL,GROUND SHAKER LIMIT???

Post by Per » 07 Sep 2011, 21:14

My personal anecdote from accidentally playing a few high oil games is the same - artillery is only overpowered on those maps if you give the other side the time to build them. Since the maps are usually quite open, such players are easy prey for a mass cannon army.

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Re: WHY NOT RIPPLE,ARCHANGELL,GROUND SHAKER LIMIT???

Post by Reg312 » 07 Sep 2011, 21:54

artillery limit is 255 :D
WZ balanced for low oil games as i know maximum weapons of such games is heavy cannons and thermite vtols
i hope one fine day devs will make high oil games better balanced because this kind of games most popular
see my proposals viewtopic.php?f=10&t=8346

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Re: WHY NOT RIPPLE,ARCHANGELL,GROUND SHAKER LIMIT???

Post by xXSpecialsoulXx » 08 Sep 2011, 00:28

NoQ wrote:No way. Artillery is overpowered only in tasteless high-oil games, which are unbalanced anyway, because the balance of prices isn't taken into account. In normal games artillery is rarely effective, so there's no need of putting limits to it. Use VTOLs to get rid of artillery farms. If you switch off VTOLs, you're making the game even more unbalanced. Enough was said on this topic already.
ya you are right...but ...what the WARZONE developers lost??...most of the games in multiplayer are in Hight-oil game.... A LARGE part of the gamers in this game will appreciate to put this limits... this is easy

A EASY SOLUTION FOR LARGE POPULATION.... WHO LOST puttin this??....


NOTE: any body can put this thread in the Development seccion??

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Re: WHY NOT RIPPLE,ARCHANGELL,GROUND SHAKER LIMIT???

Post by medusa » 09 Sep 2011, 06:39

Reg312 wrote:artillery limit is 255 :D
WZ balanced for low oil games as i know maximum weapons of such games is heavy cannons and thermite vtols
i hope one fine day devs will make high oil games better balanced because this kind of games most popular
see my proposals viewtopic.php?f=10&t=8346
there is no way high oil games are the most popular.
they should make it so everything scales in prices to the amount of oil on the map.
then everything will be balanced again!

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Re: WHY NOT RIPPLE,ARCHANGELL,GROUND SHAKER LIMIT???

Post by NoQ » 09 Sep 2011, 06:59

they should make it so everything scales in prices to the amount of oil on the map.
No way! I don't want to learn how to play 40 different games.

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Re: WHY NOT RIPPLE,ARCHANGELL,GROUND SHAKER LIMIT???

Post by Iluvalar » 09 Sep 2011, 16:58

medusa wrote: they should make it so everything scales in prices to the amount of oil on the map.
Lol.
:hmm: that was a joke right ? :annoyed:
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Re: WHY NOT RIPPLE,ARCHANGELL,GROUND SHAKER LIMIT???

Post by vexed » 10 Sep 2011, 03:28

NoQ wrote:
they should make it so everything scales in prices to the amount of oil on the map.
No way! I don't want to learn how to play 40 different games.
:hmm:
If everything is scaled based on oil resources, then the reference stats are adjusted to the 'base level' for all games.
That means, that we would see very low oil maps so they can get the same benefits of high oil maps. :lol2:

This kind of thing is done in many multiplayer games (MMORPGS) to add (or subtract) difficulty factor for the object they are fighting against.
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Re: WHY NOT RIPPLE,ARCHANGELL,GROUND SHAKER LIMIT???

Post by xXSpecialsoulXx » 10 Sep 2011, 07:54

medusa wrote: there is no way high oil games are the most popular.
!
Thats i said the HIGH OIL GAMES ARE SOO POPULAR....THERES A POINT TO CHECK FOR THE ARTILLERY LIMIT :/

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Re: WHY NOT RIPPLE,ARCHANGELL,GROUND SHAKER LIMIT???

Post by Iluvalar » 10 Sep 2011, 17:20

What will you do when borg builders fan will grasp the fact that they can truck rush you ? You can try to get the borgs with MG or flammers and get screwed with the building they left behind or try to get the structure with cannon and get screwed by the borg rush side of the strat.

Borgs + Structure will reach god tier because the weapon that would work well on both will be removed from the game (or limited whatever that break the purpose of researching it). Researching the standard tank armor will therefore be a waste of ressource.

I can do the logic the other way around : I build tracks (specially in open area like NTW) only to avoid mortars. Therefore I wont build track anymore. Since tracks triple the HP of my design and is really potent to multiply with armor upgrades, loosing the possibility to make tracks, will reduce my enthousiasm to research armors. Therefore i wont reach thermal in time to protect against inferno (or i will be forced to protect my tanks investement :( ). So i'm better not building tanks at all !

You are asking to remove the tanks from the game...

hey let's continu... no tanks = no rockets. cannon which are weak again cyborg are out to. I could try to use flammer... but without hover (no armor remember ?) and i'll run after other borgs... so.. no.

So let's see. remain : borg machinegunner and wall upgrade (that make the game last forever because there is no counter to structure anymore).

Flocks of little borg that decimate each other again and again until one reach pulser laser borgs which A) is antipersonal. B) use borgs armor. C) have enough range to kill other direct fire structure.
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