Defensive structure limit.
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ArmyofFire515
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Defensive structure limit.
Over the past year of playing warzone 2100 I have won games and lost games, but most of the time I've lost games, you want to know why?
Lines upon lines of mortar's and ripple rockets. Now I don't know about you but I find it incredibly annoying that I have a decent sized army rolling into battle and then have them all wiped out in seconds by a barrage of rockets just as they leave my base.
and NO I am not raging over it or anything, I am simply suggesting we limit the amount of defences we can have so the other players can have a chance to fight back and actually play the game like it should be.
Lines upon lines of mortar's and ripple rockets. Now I don't know about you but I find it incredibly annoying that I have a decent sized army rolling into battle and then have them all wiped out in seconds by a barrage of rockets just as they leave my base.
and NO I am not raging over it or anything, I am simply suggesting we limit the amount of defences we can have so the other players can have a chance to fight back and actually play the game like it should be.
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Emdek
- Regular

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Re: Defensive structure limit.
Extending structure limits has some advantages and drawbacks.
One limit for sum of different structures is bad idea, but extending current UI would make it too big...
Maybe as limits for class of weapon (artillery, rockets or emplacements, bunkers)?
One limit for sum of different structures is bad idea, but extending current UI would make it too big...
Maybe as limits for class of weapon (artillery, rockets or emplacements, bunkers)?
Nadszedł już czas, najwyższy czas, nienawiść zniszczyć w sobie.
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Iluvalar
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Re: Defensive structure limit.
if there was oil distributed in that map, like it should, your opponent that sieged you in front of your door would have the capacity to win the game with the extra power. So you wouldn't be blocked in that odd situation.
When you play maps, where such stalemate are preprogrammed, don't complain when it happen
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When you play maps, where such stalemate are preprogrammed, don't complain when it happen
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Jorzi
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Re: Defensive structure limit.
That kind of strategy is fairly easily countered with vtol, tracked vehicles and cb sensor as well as having your own artillery...
Edit: And if your enemy controls more power than you and therefore can afford that amount of artillery, the problem is not the artillery.
Edit: And if your enemy controls more power than you and therefore can afford that amount of artillery, the problem is not the artillery.


-insert deep philosophical statement here-
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NoQ
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Re: Defensive structure limit.
Old story, nothing new can be really said there. That's the first thing i started to talk about when i joined the forum (: Artillery is only overpowered on so-called high-oil maps. On thing i learned later is "Don't play tasteless maps with 40 oils at the base and you will see some real action without this sort of tasteless strategies" (:
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Terminator
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Re: Defensive structure limit.
weveNoQ wrote:"Don't play tasteless maps with 40 oils at the base and you will see some real action without this sort of tasteless strategies" (:
Can't say better
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Reg312
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Re: Defensive structure limit.
(holy war)
2ArmyofFire515 if you limit artillery then you see unending game when you cannot destroy another defenses (like fortresses and hardpoints with long ranged weapons)
artillery war is interesting part of gameplay (especially in 2.3), you have first 30 minutes if you want win with your tank armies
2Jorzi most high-ol players play "no vtol"
2Iluvalar "oil distributed in that map, like it should" - wrong! such games with oil on bases have rights to be! not all players likes "oil micromanagement". they like build strong army and defenses and crush enemy, without boring micro-management and boring resource management. Such kind of games is normal gameplay, people like massive batalies! try remove high oil games and you will see half of player will leave WZ. why you cannot work to make game popular
2Emdek i dislike your idea "make game simplier" like SC
limit by kind of weapons? better just(!) adjust build time of OP "high-oil" weapons in stats.
2NoQ "trucks race" and half-built derricks is another kind os tasteless strategy, happend in 100% "low oil" games
"find where is fk oil" + "avoid OP heavy mg towers"
2Terminator ...do you like preview map in god mode every time to remember map layout and placements of oil resources. do you like half-built derricks...
2ArmyofFire515 if you limit artillery then you see unending game when you cannot destroy another defenses (like fortresses and hardpoints with long ranged weapons)
artillery war is interesting part of gameplay (especially in 2.3), you have first 30 minutes if you want win with your tank armies
2Jorzi most high-ol players play "no vtol"
2Iluvalar "oil distributed in that map, like it should" - wrong! such games with oil on bases have rights to be! not all players likes "oil micromanagement". they like build strong army and defenses and crush enemy, without boring micro-management and boring resource management. Such kind of games is normal gameplay, people like massive batalies! try remove high oil games and you will see half of player will leave WZ. why you cannot work to make game popular
2Emdek i dislike your idea "make game simplier" like SC
2NoQ "trucks race" and half-built derricks is another kind os tasteless strategy, happend in 100% "low oil" games
"find where is fk oil" + "avoid OP heavy mg towers"
2Terminator ...do you like preview map in god mode every time to remember map layout and placements of oil resources. do you like half-built derricks...
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NoQ
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Re: Defensive structure limit.
Not really, both MG tower spam and extremely fast expands are easily countered/punished."trucks race" and half-built derricks is another kind os tasteless strategy, happend in 100% "low oil" games
"find where is fk oil" + "avoid OP heavy mg towers"
There are only around 10 good maps around, so it's easy to remember. It's not every time, it's just once. Also, no need to preview in god mode, cause it's already shown on preview in v3.1+do you like preview map in god mode every time to remember map layout and placements of oil resources. do you like half-built derricks...
Then don't play "no vtol" ...most high-ol players play "no vtol"
Specially for those players ...not all players likes "oil micromanagement". they like build strong army and defenses and crush enemy
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Reg312
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Re: Defensive structure limit.
i did not meant "extremely fast expands". just normal expand requires ASAP getting oil and making half-built derricks everythereNoQ wrote:Not really, both MG tower spam and extremely fast expands are easily countered/punished."trucks race" and half-built derricks is another kind os tasteless strategy, happend in 100% "low oil" games
"find where is fk oil" + "avoid OP heavy mg towers"
if you did not sent 4th or 5th truck to get all possible oil as half-derricks you can lose fast.
MG tower spam can be counterer only by good fast player, so if one noob player know about OP MG towers and another noob player dont then first noob win in 100%
you need make special maps where oil spead through all places to prevent getting it with heavy MG towers
BUT next defenses not so strong and "decay" as Iluvalar said. so middle game defenses useless in such low oil maps
did you see games where player defend oil with med cannon hardpoints?
2Noq (2) : mod unlimited power is not high-oil games. do you know what in high-oil game power level always is on 0. if your power > 0 that mean you making something slow
2Noq (3): "dont play no vtol"? vtol is another OP thing when 1 vtol tank can destroy whole army.
idk why people dont like play with vtols, but they do
2Noq (4): 10 good maps? say it to hosters.. every map have rights to be played!
i had idea mark oil resource with textures, but no one map maker did this
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NoQ
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Re: Defensive structure limit.
I made some maps with special decals placed under oil resources.but no one map maker did this
No need, all hosters i know host only a few maps.say it to hosters..
A battle between noobs is always resolved by dice rolling; this doesn't make purely-anti-noob strategies overpowered.so if one noob player know about OP MG towers and another noob player dont then first noob win in 100%
I know, but haven't you just said people only like building tanks and defences and don't want to know a thing about economy?do you know what in high-oil game power level always is on 0. if your power > 0 that mean you making something slow
Again, the problem here is mostly in high oil and not in VTOLs or arty. Anyway, i'd prefer a VTOL game to a no-VTOL game on high oil any time; VTOL bombs seem to be easier to counter, they even have some nice hard counters (eg., air-to-air weapons)."dont play no vtol"? vtol is another OP thing when 1 vtol tank can destroy whole army.
idk why people dont like play with vtols, but they do
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Terminator
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Re: Defensive structure limit.
Well I dont bother about knowing oil location on map if I play for a first time. Usually I scout & play for fun. Of course if play in ladder games I'm sure you will know the map by tiles. I think its become an issue fro those who wants to win all online games.Reg312 wrote:2Terminator ...do you like preview map in god mode every time to remember map layout and placements of oil resources. do you like half-built derricks...
I think if to add feature that shows oil on minimap this solves a problem, but long time ago per has made it & it was criticized by community for some buggs & patch was reveted. But with 3.1 we may ask for its comeback
Anyway as for topic theme: I think & I'm offering it for a long time, to use a Command relay center for units limit, but it could be extended to units + structures limits...Hmm I like it. If you build tons of arty so you cant have any combat units cause all controlling power spends on def. structures....like that
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Reg312
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Re: Defensive structure limit.
We played that ffa game on map "Source".... good example of map which cannont be played without previewNoQ wrote:No need, all hosters i know host only a few maps.
and good example of map which gives DISadvantage to players who new on this map
again, for new player all these maps are very hard and no fun here for new players.
Why heavy mg tower accesible when HMG not researched?NoQ wrote:resolved by dice rolling; this doesn't make purely-anti-noob strategies overpowered.
dice rolling.. i've played duel games yesterday against good player. for me all this was also dice rolling! a bit more lucky or do something a bit different and you win!
vtol hard to counter..NoQ wrote: i'd prefer a VTOL game to a no-VTOL game on high oil any time; VTOL bombs seem to be easier to counter, they even have some nice hard counters (eg., air-to-air weapons).
1) if you late in AA research for 1-2 minute you can lost base from 1st vtol attack
2) vtol have high production rate. you should make AA all time to counter vtols
and only later when AA became good researched you can counter vtols more easier
3) upd: i tested air-to-air weapons, it seems useless, need also bunch of AA.
air-to-air weapons have bad accuracy and they have same speed as bombers
and problem in fact what any army can be cleared with vtols.. 5000 damage from 1 bomb, vtos player just sacrifice 1 vtol and his enemy lost 5-10 units
i prefer non-vtol games because artillery much easier to counter
sounds good. but unlimited units makes game laggyTerminator wrote:If you build tons of arty so you cant have any combat units cause all controlling power spends on def. structures....like thatHow about that ?
but increasiing unit limit and leave trucks limit as it is - is good idea
there is few ways how unit limit can be implemented.. BUT seems developers did not care about high oil games
they want make game simplier and they dont like any new options, and they think what high-oil games is just crap[/s] flate noobs games which should not to be.. i
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Emdek
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Re: Defensive structure limit.
Reg312, how can I propose to make it similar to StarCraft when I've not played it. 
Those are mostly obvious things, and all can be optional.
Those are mostly obvious things, and all can be optional.
Nadszedł już czas, najwyższy czas, nienawiść zniszczyć w sobie.
The time has come, the high time, to destroy hatred in oneself.
Beware! Mad Qt Evangelist.
The time has come, the high time, to destroy hatred in oneself.
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zydonk
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Re: Defensive structure limit.
There was a limit of sorts. I hit it once years ago when I tried to build my 1001st missile tower (big map, 7 AI active, difficult level - I sweated blood in that one). I assume this limit holds for arty as well.
As for hi-oil - no one has to play them. And remember, hi-oil benefits everyone, not just the guys who are kicking you. (I think we've had this discussion before.)
As for hi-oil - no one has to play them. And remember, hi-oil benefits everyone, not just the guys who are kicking you. (I think we've had this discussion before.)
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Iluvalar
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Re: Defensive structure limit.
Oh yeah, they have the right to be a stalling game with no research layer.Reg312 wrote: 2Iluvalar "oil distributed in that map, like it should" - wrong! such games with oil on bases have rights to be! not all players likes "oil micromanagement". they like build strong army and defenses and crush enemy, without boring micro-management and boring resource management. Such kind of games is normal gameplay, people like massive batalies! try remove high oil games and you will see half of player will leave WZ. why you cannot work to make game popular
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