Verin wrote:Dont bother posting, the ideas section is ruled and controlled by old players and the devs.
"Ruled and controlled"?
I don't think we've ever deleted or censored any post or topic in the Ideas section.
What particular objection do you have to the way the Ideas section is currently handled? We would be happy to make changes to improve how this forum section is handled, if you have suggestions for doing so.
I belive that Most of (80-85%) of the ideas i have seen so far, have only gottn replies stating how its:
a: stupid
b: impossible (when it is)
c: Nothing but negatives, or arguments that have nothing to do with the original idea.
I appreciate the fact that this forum exists and that the devs take the time to read through this before I go any further.
Ive basically taken the small list of things that could be improved in this game and just threw it away. Im done trying im just going to let other people struggle while i play the game.
My multiplayer name is Verin
Usually in ideas and suggestions.
I Am also an ASE certified technician.
I understand all the compelling pro-con arguments for the Limits Options Screen itself and this particular suggested inclusion.
In the end, I favor keeping the Limits Screen & think the inclusion of arty a legit suggestion. I won't tax anyone's patience or attention span by providing even a single argument for arriving at those conclusions.
However, what I find particularly interesting is that a straightforward practical solution was offered very early on in the thread and only KukY addressed it direct. It was this:
Powzone wrote:To be honest, I didn't read everything, but possibly the easiest way, would be to put them into the limits mod. The fortresses could be limited in the old LOW-Limits mod so the standard arty should be possible to put them in there too...
Is there something I'm not discerning that completely invalidates this as a viable solution ?
I have no opinion about whether or not it's a good idea, but for those of you wondering if it's possible, I can say that it's not too hard, and I'd be able to do it sometime in the next few months if others agree that it's a good idea.
EXACTLY and in most stock servers 80% of them and not your little irc group host them with VTOL the majority is in favor for the average player, and not the rarely organized server you find setup in the IRC. Of which still limits VTOL and tends to kick every noob that ever joins.
My multiplayer name is Verin
Usually in ideas and suggestions.
I Am also an ASE certified technician.
AWESOME! only i have a hard time understanding and installing mods on a mac. Even so, you cant hos t a multiplayer game if you use this mod. no one will be able to join
Ill try it out anyway, i love how you made limits to all the emplacements, rather than artillery as a whole.
My multiplayer name is Verin
Usually in ideas and suggestions.
I Am also an ASE certified technician.
In most games with no vtol allowed, it will result in long, boring arty war that goes on for 1-2 hours 90% of the time, this is manly on high oil maps, but low oil maps are not immune to this problem. I prefer to play the game with nothing limited, as it is the way the game is balanced to play, turning anything off, will upset the balance of the game IMO.
My nicknames - Mattbrit -> TankMaster -> Dr Reed -> ???
With No VTOL, and few Artillery (conceivably, the limit can be set to zero), you are going to get Lines of hardpoints and fortresses protected by double/triple walls, that are completely impenetrable.
I don't really consider artillery when making a tank attack, its the direct fire defenses that slaughter the tanks.
If you play high oil no VTOL, there is no way to balance the game.
Players can sit and add to their defenses the entire game, units are limited, defenses are not, naturally this leads to unwinable stalemates.
Artillery and VTOLs are the only ways to break those stalemates.
In particular, artillery, so that those defenses can engage each other.
If a player has been building defenses for an hour, you arent going to break through with tanks.
If you limit artillery, the enemy will be able to keep an artillery war going forever, as he can keep rebuilding his artillery without taking too much CB fire.
Stalemates are finally broken when hellstorms get in range of the enemy.
Otherwise, you can keep enemy artillery occupied indefinitely with building one ripple at a time, having it fire one shot, and then the enemy artillery launches a massive salvo, and destroys it, then by the time its reloaded, you have another ripple ready to draw CB fire.
Rapid fire hellstorms break this cycle, they'll take down enemy artillery as it is erected, and grind down defenses inbetween.
Hellstorms are great once the enemy can't fall back out of range and set up artillery to take them out
Artillery is often the *only* thing that stops a 2 hour game from being a 5 hour game.
You are fooling yourself if you think that removing artillery will allow tank assaults to work on high oil.
Particularly since they stop working long before Hellstorms, and the artillery before that is ripple and single barrel howitzer which blows its load on the first unit or three, and then is inactive for around 30 seconds.
Artillery wars happen because artillery is the only way to win.
Limiting VTOL, then Limiting Artillery, is like playing rock paper scissors, with no rock or paper.
If you limit artillery, you must next limit hardpoints.....
Any defense of hardpoints can be taken out by tanks, its because hardpoints have limited range. Only a certain amount can fire at a group of tanks essentially limiting their power.
That just completely destroys your argument. If they limited vtol, why did they just include artillery along with it, it's stupid.
My multiplayer name is Verin
Usually in ideas and suggestions.
I Am also an ASE certified technician.