fav mission

Other talk that doesn't fit elsewhere.
This is for General Discussion, not General chat.
Teken187
Greenhorn
Posts: 15
Joined: 01 Feb 2007, 05:50

fav mission

Post by Teken187 »

just becuz i cud think of nothing else to talk about im goin with this. like the says, ill start with mine, arizona 10
User avatar
kage
Regular
Regular
Posts: 751
Joined: 05 Dec 2006, 21:45

Re: fav mission

Post by kage »

half the stuff in early/mid beta
User avatar
Terminator
Regular
Regular
Posts: 1077
Joined: 05 Aug 2006, 13:46
Location: Ukraine

Re: fav mission

Post by Terminator »

2 Fav missions:  Urban 9(last mission evacuation) & in Rockies where reasearch launch codes - very hardcored mission =)
Last edited by Terminator on 03 Oct 2007, 15:54, edited 1 time in total.
Death is the only way out... sh*t Happens !

Russian-speaking Social network Group http://vk.com/warzone2100
User avatar
Rman Virgil
Professional
Professional
Posts: 3812
Joined: 25 Sep 2006, 01:06
Location: USA

Re: fav mission

Post by Rman Virgil »

Terminator wrote: 2 Fav missions:  Urban 9(last mission evacuation) & in Rockies where reasearch launch codes - very hardcoder mission =)
* Me too, definitely. And rescuing those little scav civilians was a kwel change-up..

- Rv :)
.

Impact = C x (R + E + A + T + E)

Contrast
Reach
Exposure
Articulation
Trust
Echo
.
Teken187
Greenhorn
Posts: 15
Joined: 01 Feb 2007, 05:50

Re: fav mission

Post by Teken187 »

yea urban 9 was tight so was the silo miss. those were better since its the few missions that were defense oriented and it usually gives you the home field advantage, plus the ai is at its best on these missions in the case of the units fighting hard giving you a real fun time time figthing them.
themousemaster
Regular
Regular
Posts: 611
Joined: 10 Nov 2006, 16:54

Re: fav mission

Post by themousemaster »

Rman Virgil wrote: * Me too, definitely. And rescuing those little scav civilians was a kwel change-up..

- Rv :)


was I the only one who had trouble with those guys?  I had my tanks run over them left and right, but I was lucky to ever hear "civilian rescued".


And yes, Beta evacuation.  After playing it the first time, the next time through the game I had such an abusive AA defense set up that it was fun watching all the planes just fall down ;p
Teken187
Greenhorn
Posts: 15
Joined: 01 Feb 2007, 05:50

Re: fav mission

Post by Teken187 »

And yes, Beta evacuation.  After playing it the first time, the next time through the game I had such an abusive AA defense set up that it was fun watching all the planes just fall down ;p
[/quote]


i did the same thing too i also set up a heavy anti tank defense in the se part of the map where the enemy attacks from. sud a seen it it was a massacre i racked up nearly 1000 kills.
User avatar
Rman Virgil
Professional
Professional
Posts: 3812
Joined: 25 Sep 2006, 01:06
Location: USA

Re: fav mission

Post by Rman Virgil »

themousemaster wrote:
was I the only one who had trouble with those guys?  I had my tanks run over them left and right, but I was lucky to ever hear "civilian rescued".


And yes, Beta evacuation.  After playing it the first time, the next time through the game I had such an abusive AA defense set up that it was fun watching all the planes just fall down ;p
* Me too with the AA, mortar, HPs & artillery.

* I replayed this so many times I lost count so eventually I learned how to save those little sprite-guys..... as well all the a.i. spawning coordinates all over the map. :)

* If I recall rightly I had 3 main goals in replaying so many times:

* One - what we just mentioned.

* Two - see how many unit transports I could manage to the next mission before running out of time.

* Last - See how many "Events & Effects" I could generate simultaneously before the game began to crawl at 1-2 fps, the sound cutting in and out and becoming totally unplayable. ( I was running it at the time on a decent PI with a high-end Voodoo GFX card.)

* I did the same thing with Missle Codes & Nexus Intruder Program missions.

* Ditto with the final set of Gamma Missions - esp the begining ones with the cleverly concealed Citadel SAMs - learning how to deal with all that Nexus wickedness outta that totally cramped LZ was trully satisfying.

* In SP Ski with WZ Starter /Mod Switcher & useing all the dif a.i. presonalities you could get a wee  bit of that CAM challenge. Same with AIvolution, esp with the implementation of Unit Transports. But in truth, for me personally, the closest to that CAM depth of satisfaction was in Coop-MP. But even that becomes somewhat  predictable-rote (because the Winning GPMs are really way, way, narrower) wereas the CAM experience never played-out it's sheer variety of engagement. (Exactly why Unit Transports are not available in MP has excaped me to this day & was trully one of the big disappointments after playing the CAM.)

- RV :)
Last edited by Rman Virgil on 03 Oct 2007, 22:32, edited 1 time in total.
.

Impact = C x (R + E + A + T + E)

Contrast
Reach
Exposure
Articulation
Trust
Echo
.
User avatar
Terminator
Regular
Regular
Posts: 1077
Joined: 05 Aug 2006, 13:46
Location: Ukraine

Re: fav mission

Post by Terminator »

by the way Whe I talking about Campaing mode I supposed for PSX wz2100 version,  unit-limite in 40 units > This limit makes PSX version easier in any difficult mode (easy,normal,hard) I completed PSX versions in all modes(It was somewhere in 1998-2001) & When I Saw This beautifull game on the shop's shelfs (means bought it) I noted that PC game with 200(or even more) unit-limit - Its makes game in 2 - 3 times harder I completed it only in easy mode (in normal mode I couldn't complete it on Rocky campaing)... & now I'm playing only MP with friends(means KF clan & few people from local network).

This is what warzone for me :)
Death is the only way out... sh*t Happens !

Russian-speaking Social network Group http://vk.com/warzone2100
themousemaster
Regular
Regular
Posts: 611
Joined: 10 Nov 2006, 16:54

Re: fav mission

Post by themousemaster »

Rman Virgil wrote: * Me too with the AA, mortar, HPs & artillery.

* I replayed this so many times I lost count so eventually I learned how to save those little sprite-guys..... as well all the a.i. spawning coordinates all over the map. :)

* If I recall rightly I had 3 main goals in replaying so many times:

* One - what we just mentioned.

* Two - see how many unit transports I could manage to the next mission before running out of time.

* Last - See how many "Events & Effects" I could generate simultaneously before the game began to crawl at 1-2 fps, the sound cutting in and out and becoming totally unplayable. ( I was running it at the time on a decent PI with a high-end Voodoo GFX card.)

* I did the same thing with Missle Codes & Nexus Intruder Program missions.

* Ditto with the final set of Gamma Missions - esp the begining ones with the cleverly concealed Citadel SAMs - learning how to deal with all that Nexus wickedness outta that totally cramped LZ was trully satisfying.

* In SP Ski with WZ Starter /Mod Switcher & useing all the dif a.i. presonalities you could get a wee  bit of that CAM challenge. Same with AIvolution, esp with the implementation of Unit Transports. But in truth, for me personally, the closest to that CAM depth of satisfaction was in Coop-MP. But even that becomes somewhat  predictable-rote (because the Winning GPMs are really way, way, narrower) wereas the CAM experience never played-out it's sheer variety of engagement. (Exactly why Unit Transports are not available in MP has excaped me to this day & was trully one of the big disappointments after playing the CAM.)

- RV :)



- The answer tot he number of units you can transport out is easy.  It's 40; the transport has a 7 minute interval from when it leaves the screen to when it returns, and it's round trip from LZ to off-screen takes 60 seconds.  The stage is a 30 minute timer, giving you time for 4 launches, and around 5-6 extra minutes that can be used for recycling / rebuilding units so that the next stage has you set with the best 40 you can field ;p

- The best way I found of dealing with that "cramped" LZ in the final stage is to get out of the cramped LZ.  In the landing area, I set up a repair bay right next to the zone, 2 AA structures (1 whirlwind, 1 Vindicator) fkush against the west mountains, and that
s it (for a while).  I then immediately take my starting 8 tanks and have them clear out the first 2 nexus structures just west of the ramp south of the LZ (if you are careful, you won't attracting NEXUS unit attention), and send 1 of my 2 trucks south of the ramp; this causes it to get the attention of the first wave of attack craft (which it doesn't survive, obviously), all the while having 6 more battle units, my commander, and 3 more trucks coming in.  With the lower area now semi-clear, I use it to set up my defenses (a majority of which are Scourge towers, with a couple cheaper pulse laser emplacements to take the hits), and place large quantities of additional AA structures against the north wall of the mountains just down from the ramp.  Lastly, I send in a batch of 10 trucks (you heard right ;p) to put up 10-15 VTOL pads between my repair bay and the AA structures tot he west of the LZ (there is room, trust me, just kill the trees, and as long as the pads are NW of the repair bay, land vehicles will never interfere with VTOLS).  With all that done, and my land units simply holding the area, I send in (over 2 batches) enough HEAP Tiger VTOLS to fill the landing pads, and a batch of Minipod Bug VTOLS to act as SAM decoys.  HEAP VTOLS (following the bugs) take out the SAMS and factory just SW of the LZ (over the mountain range, scout it with a couple scrub VTOLS first), revealing the artifact for Vengeance body.  I send a SWARM of scrub vtols (around 10) to land directly on the artifact.  With it, I research it, recycle everything I have (in increments, always leaving stuff to defend), and start building and sending over Vengenace vehicles / VTOLS.  When my battle units and VTOLS are all vengeance (note:  a fully upgraded vengeance VTOL can take a full battery of Vindicator SAM hits and survive, as long as it doesn't take any other hits), the stage becomes much, MUCH easier (1 barrage of enemy VTOL scourge, or encounters with a land group, no longer kill one of your units in the first volley), and it turns into any other stage, which you can slowly push with your commander set to "retreat at medium" setting, or bomb into oblivion by sending scrap VTOL's ahead of your main force, and assigning 3 HEAP vtols to each SAM site during the bombing run.

I've compelted that stage losing only trucks and scrubVTOLS before. It's entertainment ;p
User avatar
Rman Virgil
Professional
Professional
Posts: 3812
Joined: 25 Sep 2006, 01:06
Location: USA

Re: fav mission

Post by Rman Virgil »

themousemaster wrote:


- The answer tot he number of units you can transport out is easy.  It's 40; the transport has a 7 minute interval from when it leaves the screen to when it returns, and it's round trip from LZ to off-screen takes 60 seconds.  The stage is a 30 minute timer, giving you time for 4 launches, and around 5-6 extra minutes that can be used for recycling / rebuilding units so that the next stage has you set with the best 40 you can field ;p

- The best way I found of dealing with that "cramped" LZ in the final stage is to get out of the cramped LZ.  In the landing area, I set up a repair bay right next to the zone, 2 AA structures (1 whirlwind, 1 Vindicator) fkush against the west mountains, and that
s it (for a while).  I then immediately take my starting 8 tanks and have them clear out the first 2 nexus structures just west of the ramp south of the LZ (if you are careful, you won't attracting NEXUS unit attention), and send 1 of my 2 trucks south of the ramp; this causes it to get the attention of the first wave of attack craft (which it doesn't survive, obviously), all the while having 6 more battle units, my commander, and 3 more trucks coming in.  With the lower area now semi-clear, I use it to set up my defenses (a majority of which are Scourge towers, with a couple cheaper pulse laser emplacements to take the hits), and place large quantities of additional AA structures against the north wall of the mountains just down from the ramp.  Lastly, I send in a batch of 10 trucks (you heard right ;p) to put up 10-15 VTOL pads between my repair bay and the AA structures tot he west of the LZ (there is room, trust me, just kill the trees, and as long as the pads are NW of the repair bay, land vehicles will never interfere with VTOLS).  With all that done, and my land units simply holding the area, I send in (over 2 batches) enough HEAP Tiger VTOLS to fill the landing pads, and a batch of Minipod Bug VTOLS to act as SAM decoys.  HEAP VTOLS (following the bugs) take out the SAMS and factory just SW of the LZ (over the mountain range, scout it with a couple scrub VTOLS first), revealing the artifact for Vengeance body.  I send a SWARM of scrub vtols (around 10) to land directly on the artifact.  With it, I research it, recycle everything I have (in increments, always leaving stuff to defend), and start building and sending over Vengenace vehicles / VTOLS.  When my battle units and VTOLS are all vengeance (note:  a fully upgraded vengeance VTOL can take a full battery of Vindicator SAM hits and survive, as long as it doesn't take any other hits), the stage becomes much, MUCH easier (1 barrage of enemy VTOL scourge, or encounters with a land group, no longer kill one of your units in the first volley), and it turns into any other stage, which you can slowly push with your commander set to "retreat at medium" setting, or bomb into oblivion by sending scrap VTOL's ahead of your main force, and assigning 3 HEAP vtols to each SAM site during the bombing run.

I've compelted that stage losing only trucks and scrubVTOLS before. It's entertainment ;p
* The Bug Vtol decoys I used too but all the rest of your tacs are different than what I used.

* Very interesting. I'll have to replay & try your approuches.

* "Entertaining..." Yes, indeed. :)

- RV
.

Impact = C x (R + E + A + T + E)

Contrast
Reach
Exposure
Articulation
Trust
Echo
.
User avatar
NucNut
Trained
Trained
Posts: 92
Joined: 04 Sep 2007, 12:58
Location: Western Australia, Earth, Sol, Milky Way

Re: fav mission

Post by NucNut »

The mission where the second half of the Arizona map opens up... and the new paradim charges you.
So fun to fill the narrow road with bunkers...
And mortars on the overlooks, nuke anything that comes near you...
REDAC Aerospace: Proving that aircraft and terrain don't mix since 2005 :D
XFire Profile: dogzeroonefox
User avatar
Rman Virgil
Professional
Professional
Posts: 3812
Joined: 25 Sep 2006, 01:06
Location: USA

Re: fav mission

Post by Rman Virgil »

NucNut wrote: The mission where the second half of the Arizona map opens up... and the new paradim charges you.
So fun to fill the narrow road with bunkers...
And mortars on the overlooks, nuke anything that comes near you...
* Oh heck yea ! And that narrow causeway has inspired many a map maker over the years (including myself but I used water instead)..

* The Missions following as the map opened up were also sweet - esp where you had to hold the "Citadels" while enemy transports were re-supplying at a steady, relentless pace.

* If i'm not mistaken this was also the map that tended to befuddle many folks because 9 times outta 10 some enemy Truck would get stuck at some map edge declivity & you'd think you'd blown-up everything but still got that annoying "Mission Failed" monotone.

- RV :)
.

Impact = C x (R + E + A + T + E)

Contrast
Reach
Exposure
Articulation
Trust
Echo
.
User avatar
Serman
Trained
Trained
Posts: 244
Joined: 25 May 2007, 03:54
Location: New York City

Re: fav mission

Post by Serman »

My favorite is Arizona 3 I believe.
The one where The New Paradigm sends tanks to your base, slowly picking off your defenses.

I just love turtling my base everywhich way, and seeing them fall one by one, and then just taking an entire armada to take em' down.
Kayiaxo
Trained
Trained
Posts: 209
Joined: 27 Aug 2007, 11:35

Re: fav mission

Post by Kayiaxo »

NucNut wrote: The mission where the second half of the Arizona map opens up... and the new paradim charges you.
So fun to fill the narrow road with bunkers...
And mortars on the overlooks, nuke anything that comes near you...
That's also my favorite part.
I also believe the first campaign has the best map.
Image
Credits to Kacen for making the image.