silos?
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psychopompos
- Trained

- Posts: 470
- Joined: 08 Nov 2007, 09:18
- Location: UK
Re: silos?
nuclear/ballistic weaps havnt been coded for/implemented.
those structures are there to facilitate the campaign story
those structures are there to facilitate the campaign story
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omega66677
- New user
- Posts: 2
- Joined: 27 Dec 2008, 21:22
Re: silos?
ahh too bad since the ai is bombing the sh*t out of me would be nice to have that in there. kinda throws off the balance though not having a total destructive weap like that as the very last thing you can get and build then rain death on top of your enemy's
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themousemaster
- Regular

- Posts: 611
- Joined: 10 Nov 2006, 16:54
Re: silos?
omega66677 wrote:ahh too bad since the ai is bombing the sh*t out of me would be nice to have that in there. kinda throws off the balance though not having a total destructive weap like that as the very last thing you can get and build then rain death on top of your enemy's
I just have to ask...
how does NOT having a game-ending superweapon ruin game balance? If anything, balance is much easier to maintain when the "I WIN" button doesn't exist in a game. If you are getting hammered, learning a counter-strat to the hammering is a better option than to "just hold out till IWIN is ready".
As far as the AI bombing you, Skirmish or Campaign? In Campaign, 2.1.X version of Warzone has some issues with the AA guns, making them nearly useless, and you just have to take it until you can get SAMs closer to the end of the game. As for Skirmishes, the best counter to a VTOL attack is a Leopard-Vtol-Lancer/TankKiller, that flies out and intercepts the attacking craft as they are flying towards your base. Bonus is that when not being used to kill planes, they can kill tanks.
(leopard-VTOL-TankKiller is ok to try in Campaing too, but a lot of the stages don't give ample room to set up an airfield, making them much harder to pull off)