I am in the same situation as the OP. Played wz until the speed bug effectively killed most of the community. I am so happy that a couple of enthusiasts with the skill to take on such a project survived and resurrected this great game.
The game feels exactly like it did such a long time ago (1.10). The auto-targeting of units seems to have changed and fortunately the "half builds" are not a required strategy anymore. The main reason for their extensive use was not to use them as a wall, but to litter the whole battleground with fortresses for example so units could travel through. They would draw the auto fire from the enemy forcing him to manually target your units while at the same time your own would auto target the enemy and be much quicker in killing them off.
If you built the "half-builds" during a phase where your resources where depleted, you spent absolutely no power on an obstacle with hp as if it had been fully built. A fortress was the strongest candidate for t-3. And units would always target a (defensive) building first before it targeted a unit.
Hovercrafts seem to have suffered survivability against artillery fire. Back then you could survive quite some pounding as long as you kept moving. So it was viable to send in an army of small laser hovercraft for example.
Machineguns were severely nerfed once you pass the initial rush phase. Back in 1.10 you could survive quite a while on mass produced HMG units against technologically more advanced units and especially buildings.
Flamers have been extremely buffed. Was not used back in 1.10.
Where did the lancer bunker go!? ^^
I think it was a very good idea to balance the game in certain areas. I am still struggling at adapting my old research/building strategies against the ai. Old habits die hard =)
Great Job! Keep up the good work
Very old player returning...
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Nameless
- Trained

- Posts: 176
- Joined: 03 May 2010, 08:25
- Location: Space, the Final Frontier
Re: Very old player returning...
If you would please; could you share some of your old research/building strategies with the rest of us (me) on a separate thread so that those of us (me) could benefit. I have such a website (technically a subdomain) that's attempting to detail such things.Dr-Hanc wrote: ...
I think it was a very good idea to balance the game in certain areas. I am still struggling at adapting my old research/building strategies against the ai.
...
If you're reading this; you're awesome.
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aubergine
- Professional

- Posts: 3462
- Joined: 10 Oct 2010, 00:58
Re: Very old player returning...
I too would love to hear any strategies, the more the merrier and it can help with AI / campaign development.
"Dedicated to discovering Warzone artefacts, and sharing them freely for the benefit of the community."
-- https://warzone.atlassian.net/wiki/display/GO
-- https://warzone.atlassian.net/wiki/display/GO
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juspurfreakofnatur
- Greenhorn
- Posts: 8
- Joined: 23 Oct 2013, 01:25
Re: Very old player returning...
sorry not on any of the subject you guys are talking about but long time no see, the dr's clan wasnt many of you but sure good players. you use to have a member called babybee or b? (something like that). i was CC-Mr. Freeze, CC-Psyco (something like that, gosh my spelling was atrocious back then) AF-Leader blah blahDr-Hanc wrote:I am in the same situation as the OP. Played wz until the speed bug effectively killed most of the community. I am so happy that a couple of enthusiasts with the skill to take on such a project survived and resurrected this great game.
The game feels exactly like it did such a long time ago (1.10). The auto-targeting of units seems to have changed and fortunately the "half builds" are not a required strategy anymore. The main reason for their extensive use was not to use them as a wall, but to litter the whole battleground with fortresses for example so units could travel through. They would draw the auto fire from the enemy forcing him to manually target your units while at the same time your own would auto target the enemy and be much quicker in killing them off.
If you built the "half-builds" during a phase where your resources where depleted, you spent absolutely no power on an obstacle with hp as if it had been fully built. A fortress was the strongest candidate for t-3. And units would always target a (defensive) building first before it targeted a unit.
Hovercrafts seem to have suffered survivability against artillery fire. Back then you could survive quite some pounding as long as you kept moving. So it was viable to send in an army of small laser hovercraft for example.
Machineguns were severely nerfed once you pass the initial rush phase. Back in 1.10 you could survive quite a while on mass produced HMG units against technologically more advanced units and especially buildings.
Flamers have been extremely buffed. Was not used back in 1.10.
Where did the lancer bunker go!? ^^
I think it was a very good idea to balance the game in certain areas. I am still struggling at adapting my old research/building strategies against the ai. Old habits die hard =)
Great Job! Keep up the good work