Question regardng Counter battery fire
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Zarel
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Re: Question regardng Counter battery fire
...makes sense. I suppose that is better.
I still don't like changes that increase the level of micromanagement required for playing Warzone.
I still don't like changes that increase the level of micromanagement required for playing Warzone.
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TVR
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Re: Question regardng Counter battery fire
Actually, it would be a decrease in micromanagement, compared to even 2.0.10.
Recall that hypothetical situation involving mobile Archangels against a 1000+ field of CB sensors, artillery, and assorted structures?
Having CB sensors target the launch location only would mean those Archangels wouldn't need to move around constantly, just once per volley.
Recall that hypothetical situation involving mobile Archangels against a 1000+ field of CB sensors, artillery, and assorted structures?
Having CB sensors target the launch location only would mean those Archangels wouldn't need to move around constantly, just once per volley.
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Zarel
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Re: Question regardng Counter battery fire
You're right. That is a good idea.TVR wrote:Actually, it would be a decrease in micromanagement, compared to even 2.0.10.
Recall that hypothetical situation involving mobile Archangels against a 1000+ field of CB sensors, artillery, and assorted structures?
Having CB sensors target the launch location only would mean those Archangels wouldn't need to move around constantly, just once per volley.
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Tren
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Re: Question regardng Counter battery fire
What I think would be a good idea for CB is if it detects artillery firing, then the (last known) location of the artillery to be shown on mini map, for a limited ammount of time, kinda like a blip. Or a few seconds after the last salvo was fired.
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Per
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Re: Question regardng Counter battery fire
Actually, you can take it one step further. Instead of making mobile artillery require micromanagement to avoid CB fire, just assume mobile artillery is, you know, mobile, and make CB ignore them. Any mobile artillery operator who has survived basic training ought to know that he should move after giving away his location. Then mobile artillery can be given some penalty so that there still is a good reason to build stationary artillery, like having shorter range or longer time to reload (eg incorporating the time needed to move about).
If we need more fluff to make this in-game realistic, the projectiles fired by mobile artillery can be considered stealthed and/or have erratic ballistic trajectories that are more difficult to trace.
If we need more fluff to make this in-game realistic, the projectiles fired by mobile artillery can be considered stealthed and/or have erratic ballistic trajectories that are more difficult to trace.
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NoQ
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Re: Question regardng Counter battery fire
There is one more reason to build mobile artillery: heavy tracked tanks have an excellent resistance against enemy artillery nowadays, so mobile artillery is good for breaking enemy artillery anyway.
But that is also a reason not to build it, because building it prevents you from building tanks, and so you can be wiped by a good tank army.
Still, i think that this idea is very good, and i also wonder if the trunk's new artillery targeting model (targeting many targets at once) will overpower the artillery (?)
But that is also a reason not to build it, because building it prevents you from building tanks, and so you can be wiped by a good tank army.
Still, i think that this idea is very good, and i also wonder if the trunk's new artillery targeting model (targeting many targets at once) will overpower the artillery (?)
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TVR
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Re: Question regardng Counter battery fire
I can list so many reasons why that is a bad idea.Per wrote:... make CB ignore ... mobile artillery ...
In this post, I will explain the most important, stationary artillery would be completely obsoleted.
CB mechanics dictate that defencive artillery will never be more effective than offencive artillery, for the sole reason that defencive artillery operates in proximity of allied structures, thus there is always collateral damage in an artillery exchange which favours the attacker.
Now if mobile artillery were to become artificial immune to Counter-battery fire, this would mean the attacker would lose the advantage of mobility, and thus artillery exchanges would reduce to who has the most mobile artillery and sensors, which obviously favours the entrenched defender.
Any range increase given to stationary is totally pointless for the both the assault and defence, as it would still be completely helpless against mobile artillery, both the attackers' and defenders'.
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Zarel
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Re: Question regardng Counter battery fire
One solution would be to make stationary artillery subject to unit limits. That would fix the biggest problem with artillery spam.
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psychopompos
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Re: Question regardng Counter battery fire
wherent you going to make the droids evade on their own?Zarel wrote:...makes sense. I suppose that is better.
I still don't like changes that increase the level of micromanagement required for playing Warzone.
i think the modifications suggested here play quite well into irl military design.
most self propelled guns have light fast-tracks & wheels until you get the 10"+ guns
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Lancefighter
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Re: Question regardng Counter battery fire
about that. Can we make unit limits more obvious somewhere? Like a giant *400/500 <vehicle picture>" in the top corner, like the timer or the transport icon thing...
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Zarel
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Re: Question regardng Counter battery fire
Making droids evade on their own is something I never want to do. You might as well just make the AI play the game for you, and rename the game to Progress Quest. That's why I am against any change that would cause that to be a good idea.psychopompos wrote:wherent you going to make the droids evade on their own?
i think the modifications suggested here play quite well into irl military design.
most self propelled guns have light fast-tracks & wheels until you get the 10"+ guns
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psychopompos
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Re: Question regardng Counter battery fire
i thought i had read that somewhere though...Zarel wrote:Making droids evade on their own is something I never want to do. You might as well just make the AI play the game for you, and rename the game to Progress Quest. That's why I am against any change that would cause that to be a good idea.
regardless, its not like it would make warzone the only rts where the unit ai had such a feature.
the evasive stance in homeworld for example.
i dont see why you would be so against leaving tedious micro to the machines that do it so well, freeing the player to focus on... playing.
... progress quest?
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Lancefighter
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Re: Question regardng Counter battery fire
you can not compare artillery of wz to fighters in homeworld. In homeworld, you cant be expected to micromanage your fighters doing anything, because, well, fighters are fast. If you set capital ships to evasive mode, they hardly moved.. and well, thats the important bit.psychopompos wrote:the evasive stance in homeworld for example.
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Zarel
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Re: Question regardng Counter battery fire
You misinterpret. I am against game mechanics that require tedious micro in the first place.psychopompos wrote:i dont see why you would be so against leaving tedious micro to the machines that do it so well, freeing the player to focus on... playing.
The evasive stance in Homeworld is different - it's about staying away from firing range of enemy units, not about dodging enemy fire. I would be fine with an evasive stance in Warzone. On the other hand, dodging enemy fire crosses the line from "AI making your life easier" to "AI playing the game for you".psychopompos wrote:i thought i had read that somewhere though...
regardless, its not like it would make warzone the only rts where the unit ai had such a feature.
the evasive stance in homeworld for example.
A game in which you do nothing but watch progress bars:psychopompos wrote:... progress quest?
http://progressquest.com/
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Lancefighter
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Re: Question regardng Counter battery fire
That. Is an awesome game.