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No-rush option for Single Player skirmishes
Posted: 10 Oct 2010, 02:08
by aubergine
Sometimes I like to play defensive games, so I can set up defences then sit back and watch the enemy get repeatedly destroyed as they try to assault my base.
I realise many people would see a defensive game as boring, but I like to "sim city" it sometimes, especially after a bad day at work.
However, in order to play a defensive game, I generally have to set an easier enemy in the skirmish set-up screen, otherwise they just build loads of units and rush them to my base before I get chance to build up my defences.
I'd really like to be able to get maximum carnage by having up to 7 max difficulty enemies, all allied with each other. Imagine 7 AI's throwing endless Dragon units at the defences, it would be constant mayhem on screen. I could watch that stuff for hours and imagine whoever/whatever ruined my day at work being on the receiving end of my defences.
So, an option in Single Player skirmish to allow me to set a "peace" period at the start of the game would be a dream for me. For example, I might set it so that the enemy can't produce offensive units for the first X minutes of the game thus buying me some time to get my defences ready for the first attacks.
The enemy would still be able to build it's defence structures, capture oil rigs, etc., but wouldn't make any cyborgs/vehicles/vtols during that "peace" time.
Re: No-rush option for Single Player skirmishes
Posted: 10 Oct 2010, 21:18
by alto1234
1. there's an ideas and suggestions forums for this
2. you have what i like to call a "structure fetish" - it might be better to just learn how to use units and have fun playing the game for what it is instead of making silly requests like this
Re: No-rush option for Single Player skirmishes
Posted: 12 Oct 2010, 01:02
by milo christiansen
I would like a treaty period too, and no its not a silly idea a lot of other games have this.
Re: No-rush option for Single Player skirmishes
Posted: 12 Oct 2010, 04:35
by lav_coyote25
alto1234 wrote:1. there's an ideas and suggestions forums for this
2. you have what i like to call a "structure fetish" - it might be better to just learn how to use units and have fun playing the game for what it is instead of making silly requests like this
you have what i like to call a "fetish for talking down to people." ok? enuff. thanks.

if this isnt what you intended - ignore the advise. i dont take lightly to this form of discussion. again - thanks.

Re: No-rush option for Single Player skirmishes
Posted: 12 Oct 2010, 04:40
by DragonKiller
I like this idea! Couldyou do that on MP maps too?
lav_coyote25 wrote:lav_coyote25
And i agree with lav_coyote25. people dont like it when other people "talk down" too them. its degrading...
Re: No-rush option for Single Player skirmishes
Posted: 12 Oct 2010, 04:57
by Verin
Enter- "cheat on"
"research all"
Ctrl+O
Build your base.
Re: No-rush option for Single Player skirmishes
Posted: 12 Oct 2010, 05:11
by WarTux
Note that a few MG towers and hardcrete segments are more than enough to stop an early-game AI rush. Mortars pits help with the annoying rocket tanks that it may send.
Re: No-rush option for Single Player skirmishes
Posted: 12 Oct 2010, 05:12
by aubergine
@Verin - I tried that but it wasn't exactly what I was after. I just want the enemy to wait a little while so I can get a few defences up (to feed by structure fetish lol) and then have a fairly fair battle. I don't really want to leap ahead of them with cheats. Its just so that I can have all the enemies on hard difficulty and allied together, but when I do that they quickly overrun my defences before I have time to get established.
That being said, the Shift key is my new best friend in this game - queueing build and attack instructions makes a huge difference.
Re: No-rush option for Single Player skirmishes
Posted: 12 Oct 2010, 05:16
by Black Project
aubergine, keep getting practice on MP, you'll learn more with your failures than your victories
Check what did you wrong in your strategy after you lost a game, ask nicely also regular/good players for hints, they'll might give you nice hints to enhance your Warzone gaming experience
The practice is your only way to get better
Regards BP
Re: No-rush option for Single Player skirmishes
Posted: 12 Oct 2010, 05:37
by aubergine
My main mistake was making buildings instead of troops. I didn't realise that a herd of troops, even basic ones, is quite formidable.
Also, I've only just learnt about the Shift key and that makes a huge difference in building/attacking productivity.
Re: No-rush option for Single Player skirmishes
Posted: 12 Oct 2010, 06:24
by alto1234
aubergine wrote:My main mistake was making buildings instead of troops. I didn't realise that a herd of troops, even basic ones, is quite formidable.
Also, I've only just learnt about the Shift key and that makes a huge difference in building/attacking productivity.
believe it or not, sir, your main mistake is not making buildings instead of troops. your main mistake is pursuing only one of your combat options. while i do use droids to win, sometimes droids can be used to seize ground long enough for trucks to establish permanent hardcrete defenses. you can effectively drop power generator skeletons in combat and have your units fire from behind them; this works through t3 if you coerce a teammate to upgrade base structure materials,
structures and units complement each other. for example, this is an interesting offensive structure formation you should try a couple times to become familiar with it. with this, you take ground and then anticipate an enemy pushback by using structures primarily as a force multiplier for your units.
Code: Select all
# - hardcrete
@ - bunker
^ - unit
v - enemy unit
v v v
_vv v
#@##@#
^^^^^^
^^^^^^
your units can fire over the bunkers at oncoming units and your bunkers also fire, but your enemy will hit mostly hardcrete and bunker, which soak up damage at a high armor value, especially if upgraded.
the thing i mentioned about the power gen before: try this.
he hits your gen skeleton, you hit him.
Re: No-rush option for Single Player skirmishes
Posted: 12 Oct 2010, 11:14
by aubergine
Yup, I've already been using building skeletons to hide behind but more by accident than design. Example: I've been mid way through building a tower or bunker when enemy starts their attack. What is the advantage of using a power gen skeleton specifically? Is it just that it's a bigger area to soak up enemy fire or is there price/area benefits too?
Re: No-rush option for Single Player skirmishes
Posted: 12 Oct 2010, 13:42
by Verin
I used to be like you man, structure fetish, turtling. When I started MP is was a rude wake up call. I lost like, what, 6/6 games?
I tried defense using troops and it works WAY better now i got like a 60/70 ratio. It's ALL about units.
BUILD UNITS!!!!
Re: No-rush option for Single Player skirmishes
Posted: 12 Oct 2010, 14:10
by aubergine
Yeah, turtling certainly fails in MP. However, I still like to entertain my turtle fetish in SP Skirmishes.
I also have a laminate flooring fetish, and an eloquent eyebrow fetish (eg. Famke Janssen, Alisen Down, etc). But that's a discussion for another time and place lol.
Re: No-rush option for Single Player skirmishes
Posted: 12 Oct 2010, 14:25
by alto1234
aubergine wrote:Yup, I've already been using building skeletons to hide behind but more by accident than design. Example: I've been mid way through building a tower or bunker when enemy starts their attack. What is the advantage of using a power gen skeleton specifically? Is it just that it's a bigger area to soak up enemy fire or is there price/area benefits too?
PGens happen to have quite a bit of armor and HP for their price and availability and do provide quite a large obstacle as well. not nearly as good as a 2x2 square of hardcrete, but that takes research.
http://guide.wz2100.net/b/powergenerator
when constructing my base, sometimes i plan ahead and use two of my base generators as "walls" of sorts at the entrance to create a chokepoint. this is grossly effective if you are teching to high range weapons such as minipods or maybe even cannons.