No. I simply don't have the free time to learn Warzone's modeling aspects these days.Deus Siddis wrote:The trouble is I was never able to get it from blender to PIE (or is it WZM now?). Can you do anything with the blend file?
I care: I like having a short-range indirect rocket that can only barely outrange structures. It makes sense, too: "Okay, so this is going to be used to destroy structures, so we really only need to be slightly outside their range, so let's weigh our rockets down with explosives until they're right outside structure range."Deus Siddis wrote:Says who though? This is a rebalance, who cares what pumpkin intended for one odd-ball weapon back in 1.10. Plus these are an indirect fire missile weapon, they deserve at least as much range as a pepperpot. Rocket artillery has better range than cannon artillery in every other comparison, this weapon system just makes no sense the way it is.
I agree; UI should not be based on anything in-game. We're planning on making the mini-map always-on at some point, but first we still need enough other things the Command Center should do.Deus Siddis wrote:That was a HORRIBLE game design spill-over from Command & Conquer.
With CnC, you had to build a sat uplink building to get a mini map, which is purely a UI convenience! That's right, you had to build something in game just to get the UI to work right and be easy to use. You couldn't actually see anything that you couldn't without it, you just got a mini-map so that you didn't have to glance around the map as much.
Warzone was made right near the end of the CnC clone era, before people started making their own improvements to RTS, instead of just copying CnC. And so Warzone absorbed the insane "a good UI is a privilege that must be defended in-game" thing by making your mini-map dependent on the Command Center.
Well, prerequiring the Command Center for some research isn't nearly as bad. And I'm not going to make the Command Center a generic operations booster; that's just completely ridiculous.Deus Siddis wrote:And then they decided to take it another leap further and made the design interface dependent on the god damned Command Center. So you have to do all your designing ASAP and clutter up your vehicle build menus so that you don't lose access to your options when the CC get's bombed.
The Command Center should just be an "operations booster" that when intact gives a 20% boost to research, production and power generation. Instead it is a horseshit nuisance and game design abomination.
No, there isn't. We already have an anti-cyborg missile system; it's called a machinegun. "Lancer players" already don't exist since they're already useless against everything except tanks.Deus Siddis wrote:Yeah well, that is why I said make mini-pod rockets anti-cyborg. Problem solved. "Lancer players" shouldn't exist, they should be assorted missile players that have to use more than one weapon system for their skirmishing. You said you made lancers and their derivs almost useless against cyborgs, so now there is a real place for an anti-cyborg missile system.
We've gone over this, and I do not want to press the issue further.
It's lighter than the normal truck.zoid wrote:Heavy Truck.![]()
On the contrary: Ripples and Archies both have long launchers, suggesting their long range. On the other hand, MRA and SRMA both have short launcher, suggesting their short range. The only thing Ripple/MRA have in common, and the only thing Archie/SRMA have in common, are their color schemes, which make sense, since Ripple/MRA are rockets, and Archie/SRMA are missiles.zoid wrote:Ripple Rockets are basically the old Angel, so why not just rename them Angels and give them the angel model and texture? The new Short Range Rockets could take the Ripples' texture because that texture looks like a bigger MRL anyways.
Seriously, everything about how the Angel Missile model looks suggests that it's a missile equivalent of the MRA. I had the feeling that's what Pumpkin intended when the first designed it, and they only changed it to long-range later (maybe because Nexus needed an early long-range artillery?)
Per is right. As much as I like the name "Angel Missile", I really don't want more bug reports about it.
Um... was there a suggestion in here? I agree with everything you say here, but I'm not sure what your point is.TVR wrote:There's no point in using Archangel over Groundshaker or Hellstorm or even Scourge, these three are much more effective against units than a single indirect-homing volley.
The niche that Archangel filled was CB against howitzers, or as an endgame strategic anti-base weapon.
When you're shooting at enemies, you're generally not "in motion." I don't really think it's necessary to micro dodging and shooting at the same time.TVR wrote:None of the artillery in the Warzone has viable target prediction, a hover tank in motion is nearly invulnerable, but it's still not a heavy weapons platform.
This was my original reasoning, too, but Per thought it might be better to make hover arty-resistant as well. I agree with his reasoning, which is what lead to the current situation.TVR wrote:Tracks deserves being artillery resistant more than Hover, then you could choose to either resist heavy artillery fire with tracks in order to bring heavy weapons up to bear, or simply avoid it with hover while mounting lightweight missiles.
No, it doesn't. Fine, I'll make it 20% again.TVR wrote:It's 3 times greater than 20%, this makes bunker-buster VTOLs considerable for use against hover tanks, when they should be useless.
Regardless, I don't want people to LasSat a Command Center right before invading, and getting a huge advantage.TVR wrote:It would tie in with the Command Centre as a prerequisite for defences, and make Nexus' thermite bombing on the command centre in Gamma 1 logical.
The point is that both can coexist, so two truck turrets should be able to coexist.TVR wrote:The difference is that weapon upgrades are flat-rate, while upgraded turrets cost more than the original.
...so?TVR wrote:There is no limit on repair turrets or sensors, and recycling tanks is for experience in Campaign, and energy in MP.
However, construction units neither have experience nor significant energy cost, explain if you would, what an upgraded construction turret would have over regular construction upgrades.
I still don't see how adding another truck turret is a bad idea. Sensors and repair turrets don't have experience or significant energy cost, either. Anyway, I eventually switch from regular trucks to hover trucks, so I'll have to recycle all my trucks, anyway.
Hmm. Interesting idea. Now it gets into "too hard to implement" territory...TVR wrote:Instead of 'flying trucks', simply airlift the prefabs & a truck on to the landing zone.


