IRL (i know, admins here don't like talk about it, but I will try to be short) monoarmy never exist since stone age. The reason is that some type of units are much better against other, like in a rock-squisors-paper game. But In fact, people very often use mono-army, aximum consist of two types of units.
My suggestion is to do something to stop it. To do some types of units 10-100 times better, than others, not just 3-5, like now.
1) Easiest way is to lower minimal damage of 1\3 because of armor to 1\5 or 1\10.
This will affect MG in middle and late game mainly. As well as a artilery against tanks. And everything against walls, bunkers, hard points. And probably it will affect flamers against yellow bodies.
2) Increase difference between wheels, half-trucks and trucks. Faster and cheaper wheels, more protected and slower tracks.
3) Make some sense in mass hit-and-run tactic by changing units behave at "long-range" behaviour to run away from slow units and attack only from maximum distance and run even further to reload for slow ROF weapon(<30) (and to stop stupid running from hovers - stop running when somebody came in a 2-5 tiles distance. That will allow to mass using of lancer cyborgs, that are nearly useless now because it's too hard to microcontrol mass of them. The same with rocket wheels or hovers.
In general, I want to see conplicated battles, with a lot of different units. I don't really want to see how my base\army is being attacked once per game with 20-50 hovers...
Let's stop mono-army problem.
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NoQ
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Re: Let's stop mono-army problem.
You need to discover the "Balance" forum, most of what you're posting has already been discussed there, and also be aware of the recent changes (see changelog for 3.1.1).
Yes, machineguns still need a further nerf. No, i don't think further separation of halftracks and tracks is necessary; they are already quite distinct. No, i don't think hit-and-run is currently hard to manage. At least, in normal games, it isn't, i use it quite often. In games with 40 oils per player and hundred units in each army it won't be effective, of course, but i don't think micro-AI should be worked on in order to consider such cases.
Yes, machineguns still need a further nerf. No, i don't think further separation of halftracks and tracks is necessary; they are already quite distinct. No, i don't think hit-and-run is currently hard to manage. At least, in normal games, it isn't, i use it quite often. In games with 40 oils per player and hundred units in each army it won't be effective, of course, but i don't think micro-AI should be worked on in order to consider such cases.
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anonim17465
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- Joined: 16 Dec 2013, 08:06
Re: Let's stop mono-army problem.
hit and run.
I can manage hit-and-run tactic of, let's say, couple of VTOL with "circle" option, and a sending ground unit with a retreat on medium health. But stil, that gives lack of control, I need to spend much of my attention, just to keep that units do what they should do... I'm talking about doing something like AI like to do, many weak, bu tannoying attacks, that always check enemy strong and weak side. that destroy all unattended units and unprotected expansion efforts. But I like to do all of it with a bit more automatism, to be able to prepare my main army, to bild more defences and so... And with a fast units it would be effective even in high oil game (attacking his main army with a lot of rocket hovers, with long rande, for example)
Wheels and half-tracks.
In another topic you told about removing capping of speed. that will give much speed to wheels due to low weight.
So, in this part our ideas should be not so far from each other.
I can manage hit-and-run tactic of, let's say, couple of VTOL with "circle" option, and a sending ground unit with a retreat on medium health. But stil, that gives lack of control, I need to spend much of my attention, just to keep that units do what they should do... I'm talking about doing something like AI like to do, many weak, bu tannoying attacks, that always check enemy strong and weak side. that destroy all unattended units and unprotected expansion efforts. But I like to do all of it with a bit more automatism, to be able to prepare my main army, to bild more defences and so... And with a fast units it would be effective even in high oil game (attacking his main army with a lot of rocket hovers, with long rande, for example)
Wheels and half-tracks.
In another topic you told about removing capping of speed. that will give much speed to wheels due to low weight.
So, in this part our ideas should be not so far from each other.
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richard14110
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- Joined: 09 Aug 2008, 04:54
Re: Let's stop mono-army problem.
If harm from at least one collision is incorporated into Warzone 2100, then the boundless speed may increase the damage.anonim17465 wrote:hit and run.
I can manage hit-and-run tactic of, let's say, couple of VTOL with "circle" option, and a sending ground unit with a retreat on medium health. But stil, that gives lack of control, I need to spend much of my attention, just to keep that units do what they should do... I'm talking about doing something like AI like to do, many weak, bu tannoying attacks, that always check enemy strong and weak side. that destroy all unattended units and unprotected expansion efforts. But I like to do all of it with a bit more automatism, to be able to prepare my main army, to bild more defences and so... And with a fast units it would be effective even in high oil game (attacking his main army with a lot of rocket hovers, with long rande, for example)
Wheels and half-tracks.
In another topic you told about removing capping of speed. that will give much speed to wheels due to low weight.
So, in this part our ideas should be not so far from each other.
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anonim17465
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- Posts: 80
- Joined: 16 Dec 2013, 08:06
Re: Let's stop mono-army problem.
yes, it may, but I do not see any point in spending time of very busy developers for this thing. There are some much better things, that should be implemented.