Strawman, er um, I mean neddiedrow wrote:I sense a playstyle weakness, and not one of the mod.
In conclusion, Cronyx, your points are simply not factual, and your sideways slights to your fellow gamers are unwanted.
Translation wrote:l2p nub, l2p lol!
rtfm nub, i know h2p dont say i dont! stfu!
Fuck the what? What crack are you smoking?
You can't call me out as a liar (and everyone else that's been agreeing with me), and then
in the same sentence, accuse me of slandering my "fellow gamers."
First of all, this isn't a mod-specific issue. There just aren't enough differences in the three (four, if you count hovercraft, five if you count krogs and the like, but those aren't "units", they're "portable wars") different tech trees to give them unique purposes. Like someone said, there's almost no reason to use vehicles, especially on hilly maps. And huge maps, kbots will get there by the time the vehicles have long since rusted away from
time.
You're right about one thing. At least I think it may have been you that said it. I haven't suggested a whole lot "useful" to fix it. Lacking a solution to a problem in no way invalidates that person's ability to identifiy and describe a problem. So, this is almost border-line ad hominem. But I digress.
I think I might have a solution. Or, at least, the initial scaffolding of one.
Currently, it seems that anything a vehicle can do, a kbot can do better, and faster. Or at least, faster. What kind of a game has your infantry units moving faster than your vehicles? Boost all the speeds of vehicles by 50%. Also, limit their maximum traversable angle of approach
substantially. (in other words, make hills even more of a problem for vehicles). Then, boost all their power by about 200%. No kbot should be able to take a single shot from any vehicle that's in the same tech level as it, and sure as hell not from one level up.
Roles are defined, but I don't believe drastically enough. You should genuinely
fear a single tank. Not as much as a Krog obviously, no no.. but enough that you send a dozen kbots over specifically to negotiate the issue.
Of course, this means bumping up vehicle costs as well. But that's fine. You don't need to see them so early anyway. It's a small price to pay for better role definition.
Infantry should be able to go everywhere that vehicles can not. They should be a little harder to hit with larger weapons, but if you do hit them, it completely fucks up their Christmas.
That's for tech 1 infantry, so let me be a little more clear.
Tech 1 infantry should be able to scale anything but a 90 degree shear cliff. Tech 1 infantry, throughout your campaign, should be the primary workhorse at all tech levels. The go anywhere, do anything, gung-ho units. There's a mountian between you and your enemy? Climb it. Go
around defences.
Tech 2 infantry should be able to climb better than tech 1 vehicles, but only half as good as tech 1 infantry. They also hit harder, but again, they lack the ability to deliver that punch anywhere on the map like T1 does.
Tech 1 vehicles shouldn't be as maneuverable as tech 1 or 2 infantry, but they should be faster than both. As far as cost, they should be in the middle; more expensive than T1 infantry, but not as expensive as T2 infantry. (For the most part, this is already the case, the the scale just needs to be widened a bit). Tech 1 vehicles are what you want to use to formally knock on the OpFor's front door for the first time. Not that over the river and through the woods to grandma's house commando style negotiation that infantry do. But more of direct frontal assault.
Tech 2 vehicles should be slightly slower than T1, but still just barely faster than any tech infantry, though you need nearly flat ground to get them anywhere. However, it's very difficult for them to hit infantry if the transversal velocity is too high. This is done by lowering the turret rotational velocity. Great against stationary targets, but have a lot of trouble with infantry if they're real close, unless of course the infantry happens to be moving right towards them in a stright line. High splash damage for most T2 vehicle weapons, excessive casualties if discharged into a crowd. Tech 2 vehicles should be too expensive to swarm, but still accessable enough that you include at least two or three in every squad. In raw power, they should be above everything else, perhaps between 1/8th and 1/12th as powerful as a single Krog.
I'm trying to visualize a system where all throughout the campaign, T1 infantry are the primary role that constitutes the body of any attacking force, complimented by a light seasoning to taste of T2 infantry and T1 vehicles, and garnished with some T2 vehicles on the side of the plate. If that's not enough, maybe you come back for dessert and throw in a single Krog.
This is by no means a final solution, nor is it advertized as such; like I said, just an initial scaffolding of an idea. But, you know, feel free to discuss it, throw out any constructive criticisms or improvements (try to leave out the asshattery, kthxbi).
Even if this isn't "The Solution", surely one does exist, because there is a clearly identifiable problem. I'm not conceited enough to believe myself so unique that I'm the only one who has these thoughts. What I do know for a fact is, every game I've ever played or witnessed on Altored Earth, Battle Range, or Supreme Battlefield sized maps ends the same way, barring some fluke rush victory in the first 10 minutes of someone just being reckless. Every time, it ends up being decided by air. That's just become boring and predictable.
That's about it. Discuss.