Just signed up.
Posted: 10 Nov 2006, 18:48
I've been following these boards for a while now, and I felt I had to chime in on some things... but to do so, I of course had to register and adtivate .
Anyway, I've been a fan of WZ since it came out. That said, I've always played it from the CD's... I run patch 1.10, but have not tried the releases found on this website. (If any of what I am about to ask is no longer valid for the 2.XX releases, please enlighten me).
Before I go into the thread I wish to respond in, I figure I need to ask a few questions first to make sure I don't end up repeated common information. So if anyone could answer these, I'd be greatful.
(Oh, and if all of these questions can be answered by a single document, please point me to it. I read the wiki entries on the wz2100.net site, but they didn't help much)
1st: is the current gameplay any different than it was back in the 1.X days? I know that a "multi-turret" design is being worked on, and that a brand new AI is being developed, but has the interface changed any since the commedical release?
2nd: Have there been any changes to the damage output and multipliers of the individual weapons? Like, have Minipods had their damage amplified? or Scourge rockets reduced?
3rd: I read the chart of damage multipliers, and found that there is a multiplier for AA weapons against non-air targets. Has it changed such that AA can fire at ground targets now?
4th: There are Command turrets mark 1 - 4. However, when I research them, it does not increase body points, armor, speed, number of commandable units, or change the cost any. What do the higher levels of Command turret do?
5th: what is the order of operation in terms of damage? For example: Lets say weapon X does 40 damage, has a 2X multiplier (like, artillery VS cyborg). And now lets say that the Cyborg has 30 armor. Is the final damage (40 - 30) X 2 = 20, or (40 X 2) - 30 = 50?
6th: I read that the current accuracy calculation follows an equation that results in a "sure miss" or "sure hit" formula. However, I know for Artillery rounds, that is not true; I've moved out of the way of incoming rocket artillery and howitzer shells often. Does the "sure hit" formula only apply to direct fire weapons, or perhaps only to multiplayer maps?
7th: Speaking of artillery, I've noticed from various tests that the accuracy of artillery, regardless of unit experience and upgrades, is heavily dependant on location. Artillery that is on a lower plane of elevation, firing at anything that is at a 45Degree angle (NW, NE, SW, SE) from it, will never "hit" (though a "miss" might end up catching the target in it's blast radius, if the "miss" flies in the correct direction). It will always land prematurely if fired "accurately". Shots in a horizontal direction (E or W) have the same problem, but usually land close enough that the howitzer blast radius still deals damage. N or S shots (provided they aren't trying to hit something through a mountainside) will usually land their shots. Is this only in the singleplayer campaign, or is there some code reason for it?
8th: More on artillery: I know (and think it's great from a realistic and tactical standpoint) that stuff on the backside of a mountain may end up having incoming artillery shots hit the mountainside, instead of going through and hitting them. However, the "shells getting interrupted on a mountainside" aspect only seems to be checked for shells already on a declining angle towards the ground; artillery that has yet to reach it's apex ("outgoing", if you will) seems to be able to just fly right through solid objects. Is that part of the design?
Any answers would be appreciated. I very much wish to add some input on a few of the threads, but if I don't know the answers to the above questions, everything I have to say may end up being a waste of time
EDIT(DevUrandom): Fixed all bold.
Anyway, I've been a fan of WZ since it came out. That said, I've always played it from the CD's... I run patch 1.10, but have not tried the releases found on this website. (If any of what I am about to ask is no longer valid for the 2.XX releases, please enlighten me).
Before I go into the thread I wish to respond in, I figure I need to ask a few questions first to make sure I don't end up repeated common information. So if anyone could answer these, I'd be greatful.
(Oh, and if all of these questions can be answered by a single document, please point me to it. I read the wiki entries on the wz2100.net site, but they didn't help much)
1st: is the current gameplay any different than it was back in the 1.X days? I know that a "multi-turret" design is being worked on, and that a brand new AI is being developed, but has the interface changed any since the commedical release?
2nd: Have there been any changes to the damage output and multipliers of the individual weapons? Like, have Minipods had their damage amplified? or Scourge rockets reduced?
3rd: I read the chart of damage multipliers, and found that there is a multiplier for AA weapons against non-air targets. Has it changed such that AA can fire at ground targets now?
4th: There are Command turrets mark 1 - 4. However, when I research them, it does not increase body points, armor, speed, number of commandable units, or change the cost any. What do the higher levels of Command turret do?
5th: what is the order of operation in terms of damage? For example: Lets say weapon X does 40 damage, has a 2X multiplier (like, artillery VS cyborg). And now lets say that the Cyborg has 30 armor. Is the final damage (40 - 30) X 2 = 20, or (40 X 2) - 30 = 50?
6th: I read that the current accuracy calculation follows an equation that results in a "sure miss" or "sure hit" formula. However, I know for Artillery rounds, that is not true; I've moved out of the way of incoming rocket artillery and howitzer shells often. Does the "sure hit" formula only apply to direct fire weapons, or perhaps only to multiplayer maps?
7th: Speaking of artillery, I've noticed from various tests that the accuracy of artillery, regardless of unit experience and upgrades, is heavily dependant on location. Artillery that is on a lower plane of elevation, firing at anything that is at a 45Degree angle (NW, NE, SW, SE) from it, will never "hit" (though a "miss" might end up catching the target in it's blast radius, if the "miss" flies in the correct direction). It will always land prematurely if fired "accurately". Shots in a horizontal direction (E or W) have the same problem, but usually land close enough that the howitzer blast radius still deals damage. N or S shots (provided they aren't trying to hit something through a mountainside) will usually land their shots. Is this only in the singleplayer campaign, or is there some code reason for it?
8th: More on artillery: I know (and think it's great from a realistic and tactical standpoint) that stuff on the backside of a mountain may end up having incoming artillery shots hit the mountainside, instead of going through and hitting them. However, the "shells getting interrupted on a mountainside" aspect only seems to be checked for shells already on a declining angle towards the ground; artillery that has yet to reach it's apex ("outgoing", if you will) seems to be able to just fly right through solid objects. Is that part of the design?
Any answers would be appreciated. I very much wish to add some input on a few of the threads, but if I don't know the answers to the above questions, everything I have to say may end up being a waste of time
EDIT(DevUrandom): Fixed all bold.