Any defense of hardpoints can be taken out by tanks, its because hardpoints have limited range.
The same goes for artillery.
In fact, mobile hellstorms rock.
The point isn't that the tanks cannot get in range, the point is that they have no chance of getting through a tripple hardcrete wall+ triple hardpoint line + Fortress line.
Your tanks will all die, and by the time you rebuild them, the enemies defensive line will have been completely repaired, and will be even thicker.
Defenses are simply cheaper and more cost effective than tanks.
Whats broken is that there is a limit to tanks, but not defenses.
On low oil, thats fine, oil limits you.
High oil is just ridiculous, and WZ was never meant to be like that when it was made (of course, wz 1.00 had many other flaws too)
Host ability to limit artillery
-
Verin
- Trained

- Posts: 313
- Joined: 11 Jun 2010, 00:08
- Location: Chicago suburbs USA
Re: Host ability to limit artillery
Yes i see what you mean, if your tanks do not punch through, the enemy will just build bigger sh*t. But there are weapons in range you can use the counter that? ever heard of the bunker buster? haha that weapon is sooo under used! Just send 10-20 of them assigned to numbers 0-9, then take each group on a defensive point. weaken it enough so you can puch a hole, or a weak spot for your TRACKED tanks to get through.
A lot of it will be more relied on using the knowledge of weapons weaknesses and strengths. If the enemy had a double line of missile fortresses(anti tank kind) with cannons. use cyborgs! You will only take 40-60% damage. If they go heavy on the Mg defenses or Artillery fortresses, use TRACKED tanks! reduced damage!
With artillery they have a HUGE range so you can build lines and line of them and they can all fire at once. With hard points you can do the same but only the first line or 2 will be able to do anything. limiting artillery will not make is flawless for high power maps, but it will encourage people to take advantage of the original balance system in place. Rather than just spam 400 howitzers, because with that many you cant survive. Ever.
I hope you understand a bit more clearly now.
A lot of it will be more relied on using the knowledge of weapons weaknesses and strengths. If the enemy had a double line of missile fortresses(anti tank kind) with cannons. use cyborgs! You will only take 40-60% damage. If they go heavy on the Mg defenses or Artillery fortresses, use TRACKED tanks! reduced damage!
With artillery they have a HUGE range so you can build lines and line of them and they can all fire at once. With hard points you can do the same but only the first line or 2 will be able to do anything. limiting artillery will not make is flawless for high power maps, but it will encourage people to take advantage of the original balance system in place. Rather than just spam 400 howitzers, because with that many you cant survive. Ever.
I hope you understand a bit more clearly now.
My multiplayer name is Verin
Usually in ideas and suggestions.
I Am also an ASE certified technician.
Usually in ideas and suggestions.
I Am also an ASE certified technician.
-
3drts
- Trained

- Posts: 379
- Joined: 01 Aug 2007, 03:50
Re: Host ability to limit artillery
Yes, bunker busters rock.
But by T-3, they are out of date.
With high oil, they can build those defenses, while building a large army.
Bunker busters suck in unit-unit combat.
Past T-2, the direct fire defenses will outrange BB, and they can cheaply put up a cover of walls that the BB must get in range to shoot at.
Cyborgs however, aren't good at assaulting enemy lines
What about when the missile fortress is behind a line of Twin-AG hardpoints?
You are screwed. Cannon forts do massive splash damage, and have an OK modifier vs cyborgs.
Borgs lack the weaponry to take down defenses fast enough, and they pack in tight, meaning splash weapons like cannons and gauss will tear them up even with mediocre modifiers.
Artillery defenses really don't affect unit assault effectiveness on high oil maps until Hellstorms, before that the poor targeting AI that results in all batteries focusing on one target, and low ROF, means that only the first few units are targetted and destroyed, and with high oil, your forces should be so large that this is insignificant.
Its been my experience that attacks on people with units stops being effective long before hellstorms.
That is provided the enemy remembers to pump out some units along with their defenses.
You make break through.... but with the cost it took to do so, you'll just die in tank vs tank combat.
Or there is tank vs tank combat first, and even if you win, you'll lose to much to get past the defenses, and the enemy has the advantage of closer factories and thus faster reenforcements.
Aside from choosing research paths (and with 3-4 players per side with 5 factories, you can pretty much get all the major research)
High oil is just a ridiculous exercise in who can que the most structures and units.
But by T-3, they are out of date.
With high oil, they can build those defenses, while building a large army.
Bunker busters suck in unit-unit combat.
Past T-2, the direct fire defenses will outrange BB, and they can cheaply put up a cover of walls that the BB must get in range to shoot at.
Cyborgs however, aren't good at assaulting enemy lines
What about when the missile fortress is behind a line of Twin-AG hardpoints?
You are screwed. Cannon forts do massive splash damage, and have an OK modifier vs cyborgs.
Borgs lack the weaponry to take down defenses fast enough, and they pack in tight, meaning splash weapons like cannons and gauss will tear them up even with mediocre modifiers.
Artillery defenses really don't affect unit assault effectiveness on high oil maps until Hellstorms, before that the poor targeting AI that results in all batteries focusing on one target, and low ROF, means that only the first few units are targetted and destroyed, and with high oil, your forces should be so large that this is insignificant.
Its been my experience that attacks on people with units stops being effective long before hellstorms.
That is provided the enemy remembers to pump out some units along with their defenses.
You make break through.... but with the cost it took to do so, you'll just die in tank vs tank combat.
Or there is tank vs tank combat first, and even if you win, you'll lose to much to get past the defenses, and the enemy has the advantage of closer factories and thus faster reenforcements.
Aside from choosing research paths (and with 3-4 players per side with 5 factories, you can pretty much get all the major research)
High oil is just a ridiculous exercise in who can que the most structures and units.
-
Merowingg
- Regular

- Posts: 2468
- Joined: 15 Nov 2009, 13:05
- Location: Poland
Host ability to limit artillery
Excellent idea !
I thought about it too !!
Not only should be host able to reduce artillery but also be able to turn ripples off for example completely !!!
When the ripples were weakened I got really happy..
It is needed in game, yes, but it should be allowed to reduce or turn off
Bye
I thought about it too !!
Not only should be host able to reduce artillery but also be able to turn ripples off for example completely !!!
When the ripples were weakened I got really happy..
It is needed in game, yes, but it should be allowed to reduce or turn off
Bye
“Beneath this mask there is more than flesh. Beneath this mask there is an idea, and ideas are bulletproof.” - V
"Mark my words boy, Mark them well, I have survived your predecessors and I will survive you." - Merovingian
Regards - Mero
"Mark my words boy, Mark them well, I have survived your predecessors and I will survive you." - Merovingian
Regards - Mero
-
Verin
- Trained

- Posts: 313
- Joined: 11 Jun 2010, 00:08
- Location: Chicago suburbs USA
Re: Host ability to limit artillery
Even if limiting artillery only leads to the hard point problem, it wont be as bad as getting hit by 200 long range rounds. Or getting pushed back by long range missiles. I would rather have an enemy build a line of hard points than a line of artillery any day.
My multiplayer name is Verin
Usually in ideas and suggestions.
I Am also an ASE certified technician.
Usually in ideas and suggestions.
I Am also an ASE certified technician.
-
Merowingg
- Regular

- Posts: 2468
- Joined: 15 Nov 2009, 13:05
- Location: Poland
Re: Host ability to limit artillery
Well we are all slaves to causality 
Nothing can happen without a cause
But still I an for limiting artillery option..
For some players it seems to be the only weapon..
Nothing can happen without a cause
But still I an for limiting artillery option..
For some players it seems to be the only weapon..
“Beneath this mask there is more than flesh. Beneath this mask there is an idea, and ideas are bulletproof.” - V
"Mark my words boy, Mark them well, I have survived your predecessors and I will survive you." - Merovingian
Regards - Mero
"Mark my words boy, Mark them well, I have survived your predecessors and I will survive you." - Merovingian
Regards - Mero
-
Verin
- Trained

- Posts: 313
- Joined: 11 Jun 2010, 00:08
- Location: Chicago suburbs USA
Re: Host ability to limit artillery
exactly.Merowingg wrote:Well we are all slaves to causality
Nothing can happen without a cause
But still I an for limiting artillery option..
For some players it seems to be the only weapon..
My multiplayer name is Verin
Usually in ideas and suggestions.
I Am also an ASE certified technician.
Usually in ideas and suggestions.
I Am also an ASE certified technician.
-
Merowingg
- Regular

- Posts: 2468
- Joined: 15 Nov 2009, 13:05
- Location: Poland
Re: Host ability to limit artillery
They abuse it very much..
“Beneath this mask there is more than flesh. Beneath this mask there is an idea, and ideas are bulletproof.” - V
"Mark my words boy, Mark them well, I have survived your predecessors and I will survive you." - Merovingian
Regards - Mero
"Mark my words boy, Mark them well, I have survived your predecessors and I will survive you." - Merovingian
Regards - Mero