Bethrezen wrote:A bit confused how Alpha 8 was tougher in terms of aggressiveness. Bethrezen, can you explain that more?
like i already mentioned the computer just seemed more aggressive than on alpha 8 on v1.10 than on master, and i seemed to have a tougher time getting through the level where on master i can knock out the new paradigm base and get to the second LZ within the first 20 minutes which then allows me to use the second 20 minuets you get after opening the second LZ to upgrade my units and then sweep and clear the rest of the map.
on alpha 08 on v1.10 it took me the full 30 minuets to get to the second LZ due to the stiffer opposition, now I'm not sure if it just seemed harder because my units seem to take damage quicker on v1.10 than on master and because my lancers appear to be weaker on v1.10 than on master or if there units are just tougher and stronger on v1.10 than on master not sure exactly what has changed but there is a definite and noticeable difference in balance between v1.10 and master
I have to admit I hadn't really noticed much difference in the way this level plays out between wzcam and jscam (unlike several of the others), hence I haven't delved into it already, but a couple of things you've commented on got me thinking - e.g. those bunkers they're determined to build are also a feature of later wzcam, but come to think of it, I don't remember them trying to do the same thing in jscam... so I'll take another look at this one too.
I suspect changes in lancer & body strength is probably a lot to do with it (they've been fiddled with continuously across the versions), but I'll see if I can spot specific trigger and behaviour differences too. In particular, I'll see if can observe what they do when (1) I do nothing at all and (2) I move around but don't actually kill anything...
(a little later...)
Hmm. There are not a lot of differences, but I think you're right. In both wzcam and jscam NP offensive units do nothing until they (personally) spot my units, and only the units that spot mine move, however...
* Trucks are off and building things immediately in wzcam. In jscam they do nothing. In particular, they build structures in what will be the path of player units. Perhaps combined with the historical uselessness of lancers vs. bunkers it's possible those few structures have a disproportionate effect by soaking up a lot of hits that would otherwise have been piercing vehicle armour?
* Units that spot mine in wzcam
pursue, fairly doggedly, albeit up to a line. In jscam, they seem to just be on guard, and break off and return to their positions quickly. Yet another way removal of those features has (adversely) affected the game perhaps?
* I'm not sure about this one, but I think certain units move to guard trucks in wzcam when they move around. This can be an indirect cause of having NP attack you before you even reach the valley floor.
* [Edit - see below too] The structures the NP trucks build are significant, because if you attack them all the NP units move to defend them - including those that otherwise sit in place until they spot you (e.g. the heavy tanks up the rise to the left of the NP base)
The weapon balance is definitely a thing too - e.g. in earlier versions weapons were more specialised so I suspect your lancer-only force does stuff-all to hardened structures etc. (a bit like real life, actually - certain AP techs aren't great vs. concrete) Weapon damage, weapon range, body strength, detection distances, etc. have all been continuously modified across the versions.
In more detail...
Here's jscam: I (1) sat at the LZ doing nothing for a couple of minutes to see if anything would move (it didn't), I (2) destroyed the nearby scav base, (3 & 4) reached the valley floor (still nothing...) and (5) set my units to hold fire and drove past. Expected a pasting, instead a single mortar unit on the hill and (just) one of the mini-pod units took a few pot shots at me, then returned to their initial positions (6):
Notice, in particular, how all five trucks do nothing at all during this time.
Also, I triggered some kind of active area here (about where the back four units of my group are), but don't know what it does (nothing visibly changed, but the area disappeared):
In wzcam, although the trucks are off and building things immediately...
...and a few scavs seem to be prepared to advance and wait...
...otherwise, as with jscam, nothing else moves though...
...until they spot my units, and then, again, only the ones that do the spotting. They pursue, though...
...although there's a line the pursuing units don't seem to cross:
Back to jscam... I just drove past rather than attacked, but this time set to fire at will. Despite their front-most units getting a beating, they
don't pursue and go back to where they come from:
They (also) otherwise just sat and waited for me...

...they are producing new units however...
...and eventually sortie out to have a go at my guys:

But they do the same thing in wzcam.
In another wzcam play-through I accidentally sent my units the "wrong" way along the path to the valley floor (if you go around the outside you get spotted by more units). As a result my guys laid a few hits onto the structures the southernmost truck had put up. Due to this or some other reason, it decided it had to head up the valley towards my guys, and number of the offensive NP units outside the base moved to form up with it as it did so:
It's hard to know whether it'd do this in jscam or not because those structures are never built in the first place.
[Edit]
Yup - it's definitely the presence of the structures the trucks built that makes the difference. If you let them get built then attack them, all the NP units come out to defend them (e.g. here, the heavy tanks in the NW are on the move after I destroy one of the newly-built towers):
There's that pursuit halt line again though:

It doesn't apply to the sorties by the manufactured groups however - they press their attacks to destruction (in both versions).