Some bugs

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RBL-4NiK8r
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Some bugs

Post by RBL-4NiK8r »

OK on the Campaign you can't build Flamers not that I wanted to, but by the time I got to Twin MG's I had the same problem. Basically they come out of the factory's fully red and move slower then a snail.

Single player/Multi player

Flamer Cyborg are hard to kill with MG's 15 Flamers Borgs will trash 30 Hover HMG mixed with Minipods on Cobra body's. This really is not a bug but my kids still trying to figure out how I killed him.

The Radar Detector don't work, the yellow and black thingy says it has more range but it don't, its got around 3 squared less then the first Sensor Tower you get. And I believe it should be 3 squares more from what I read about them.

Played about 20 games now all T1 no base on different types of maps, some high power some low power. What I have been doing was trying one basic weapon and build it up, so by going cannons I can get to Needle Guns at a little over 1 hour one a semi low oil map, I did take out 1 base for extra oil at about 12 mins but by 1 hour I owned the map.

Going rockets was much better I could hit Tank Killers around 40 mins an Scourge at one hour. I also tested death by vtols same map all AI's dead by 90 mins, death by Borgs 50 mins, death by hover tanks 60 mins, death by track 90 mins. Now adding a mix of Borgs n Tanks was by far the best mix so far. Most of my low oil games were on Ziggy or Rush and some of the maps I downloaded. Other then the HVC I can't say I got a favorite weapon other then the Flamer Borgs. Oh Artty still need to play around more here I will say I always hated Ripps firing all on the same target that should be do to 60 or 70% not 80%. Also the missiles you get after Ripps and before Archie's don't fire forget the name but unless they are AA they were dead. Oops battery's dying on my phone I will get back to this later.


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NoQ
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Re: Some bugs

Post by NoQ »

15 Flamers Borgs will trash 30 Hover HMG mixed ...
No way! They will never get in range, cause hovers are faster and shoot farther. In fact, flamer borgs can be countered quite effectively with machinegun/halftracks if you don't forget to retreat while firing (so that less borgs got in range). Inferno python hovers are usually much more painful.
Also the missiles you get after Ripps and before Archie's don't fire forget the name but unless they are AA they were dead.
Angel aka Seraph missiles were rebalanced, they are now short-range, sort of late-game MRA (pretty useful btw for the rocket-only strategies, while we didn't really need an extra intermediate long-range arty at this point).
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Re: Some bugs

Post by bendib »

NoQ wrote:Angel aka Seraph missiles were rebalanced, they are now short-range, sort of late-game MRA (pretty useful btw for the rocket-only strategies, while we didn't really need an extra intermediate long-range arty at this point).
Yeah, MRA is not good enough for me when I have scourge missiles on tiger. Seraph is epic against cyborgs, just like MRA.
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Re: Some bugs

Post by RBL-4NiK8r »

NoQ wrote:
15 Flamers Borgs will trash 30 Hover HMG mixed ...
No way! They will never get in range, cause hovers are faster and shoot farther. In fact, flamer borgs can be countered quite effectively with machinegun/halftracks if you don't forget to retreat while firing (so that less borgs got in range). Inferno python hovers are usually much more painful.
Also the missiles you get after Ripps and before Archie's don't fire forget the name but unless they are AA they were dead.
Angel aka Seraph missiles were rebalanced, they are now short-range, sort of late-game MRA (pretty useful btw for the rocket-only strategies, while we didn't really need an extra intermediate long-range arty at this point).
WAY!!! I was playing against my son and came up behind him with 15 Flamer Borg, he had a mix of Minipod n HMG Cobra Hovers and yes I got him by surprise but that's not the point I toasted them faster then he could move them and I only lost 3 Flamer Borg. Now I had a few Borg Armor upgrades and after that battle most of them were yellow or red but I wasted 30 tanks. I have not really tested what would have happened had he had 30 HMG Hovers and look I know hovers take more flame damage but damn that's kind of shocking.



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Re: Some bugs

Post by Shadow Wolf TJC »

Mini-Rocket Pods, as anti-tank weapons, are terrible against Cyborgs. I would've recommended that he used Mini-Rocket Arrays or (Heavy/Twin) Machineguns instead, since they're both effective against Cyborgs.

Also, aren't Hovers normally faster than Cyborgs? Remember that, despite being powerful against almost everything (except for Hardcrete), Flamers are among the shortest-ranged weapons in the game, so a smart opponent would counter this with longer-ranged weapons mounted on faster propulsion, and actively keeping their distance (which requires some good micromanagement).
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Re: Some bugs

Post by NoQ »

I wouldn't recommend putting minipods on hovers at all. When hovers come out, everybody usually has cobras, so minipods quickly fail against its harder armor. You should consider using MRAs on hovers instead, even though they aren't anti-tank. WIth MRAs, you can use hit-and-run against halftracks, which is more effective than fast-fire minipods, and if you encounter enemy hovers, you still have good weapon class multipliers.