Weapon balancing suggestion

Ideas and suggestions for how to improve the Warzone 2100 base game only. Ideas for mods go in Mapping/Modding instead. Read sticky posts first!
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Verin
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Re: Weapon balancing suggestion

Post by Verin »

Zarel wrote:Actually, MizaMaze is a fairly small map. All I can say in cases like that is that none of you were playing very aggressively.
Thats probably the cause. What i mean by that is miza maze has a tone fo traveling distance because of all the turns and walls. Or i may be thinking of hidensneek.
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Zarel
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Re: Weapon balancing suggestion

Post by Zarel »

Verin wrote:Thats probably the cause. What i mean by that is miza maze has a tone fo traveling distance because of all the turns and walls. Or i may be thinking of hidensneek.
Yeah, you're thinking of HideNSneak. MizaMaze has practically no turns.
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Re: Weapon balancing suggestion

Post by zydonk »

Zarel wrote: Let me guess, it was a high oil map? That's not a balanced game. <_<
It's balanced if all players have high oil or equal access to ho.

Again, what's wrong with a long game? I play against the AI. I'll play 20-40 minutes at a time, save and come back later. But the length of the game is not determined by the quantity of oil available. In fact, I prefer to juggle with the standard four-oil base against AI players who have divided all the out-base oil between them. Try Valley or Rolling Hills. Try Ludo.

A 20 minute game is some kind of ping-pong. WZ was designed for long hard play - and that's the way it should be played.
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Roux Le Corps
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Re: Weapon balancing suggestion

Post by Roux Le Corps »

seconded zydonk
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Assault Gunner
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Re: Weapon balancing suggestion

Post by Assault Gunner »

uhm... thirded? Anyways, I like to use ultimate techs to take down the AI in skirmish. (Read: Hydra Gauss cannon Plasmite bomb bays VTOL. Bye bye, AI!
"There is no greater Void than the one between your ears." - Void Ray, StarCraft 2.
Especially the Void between the ears of people who think that No VTOL is a good idea, and won't lead to arty wars. I've won one, and I have to say: I hated it.
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Zarel
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Re: Weapon balancing suggestion

Post by Zarel »

zydonk wrote:It's balanced if all players have high oil or equal access to ho.
No, it's player-balanced if all players have high oil. It's not weapon-balanced if all players have high oil, so people who play in high oil maps lose their right to complain about balance problems.
zydonk wrote:Again, what's wrong with a long game? I play against the AI. I'll play 20-40 minutes at a time, save and come back later. But the length of the game is not determined by the quantity of oil available. In fact, I prefer to juggle with the standard four-oil base against AI players who have divided all the out-base oil between them. Try Valley or Rolling Hills. Try Ludo.
It's not that the game is longer than it should be. By itself, that's fine. It's that the game is longer than it should be and the game was never designed to be that long, so we can't guarantee that the game will be balanced or fun at that point.

That's all. As long as you don't complain about it, we don't care. But complaining about it appears to be exactly what's going on here.
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Verin
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Re: Weapon balancing suggestion

Post by Verin »

A cyborg flamer is a very minimal power cost. Most of the time you can outnumber your opponents more expensive, less able, (against large numbers) tanks.
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Re: Weapon balancing suggestion

Post by Assault Gunner »

Once you get the assault gun and lasers, cyborgs start melting.
"There is no greater Void than the one between your ears." - Void Ray, StarCraft 2.
Especially the Void between the ears of people who think that No VTOL is a good idea, and won't lead to arty wars. I've won one, and I have to say: I hated it.
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Re: Weapon balancing suggestion

Post by Verin »

Literally, haha
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Re: Weapon balancing suggestion

Post by Assault Gunner »

Yep.
"There is no greater Void than the one between your ears." - Void Ray, StarCraft 2.
Especially the Void between the ears of people who think that No VTOL is a good idea, and won't lead to arty wars. I've won one, and I have to say: I hated it.
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Re: Weapon balancing suggestion

Post by NoQ »

I usually counter this with an early "anti-rush system" of MG towers mixed with walls.
Walls don't burn well, you know ...
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Re: Weapon balancing suggestion

Post by Verin »

Off the top of my head, i think hard structures only take 20% fire damage. So yes walls are the counter for this strategy. Its basically the tanks, no matter how many, that are at a loss.
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