Intrusion Countermeasure System & Targeting Facility - Page 2

Intrusion Countermeasure System & Targeting Facility

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NeonStorm
Posts: 173
Joined: 23 May 2012, 18:36

Re: Intrusion Countermeasure System & Targeting Facility

Post by NeonStorm »

is this topic dead now? :(

How about replacing targeting facility with multiple adv. radars spotting the same unit to improve targeting?

Or buff only radars within some range of it?
klapmongool
Posts: 843
Joined: 13 Aug 2007, 13:19

Re: Intrusion Countermeasure System & Targeting Facility

Post by klapmongool »

NeonStorm wrote:is this topic dead now? :(

How about replacing targeting facility with multiple adv. radars spotting the same unit to improve targeting?

Or buff only radars within some range of it?
There is no real problem with the targeting facility. It doesn't need adjustment. Also the TS' question was answered a long time ago.
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Jools
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Joined: 23 Feb 2009, 16:29

Re: Intrusion Countermeasure System & Targeting Facility

Post by Jools »

I do think that Targetting facilities are a bit redundant now.

Originally (in mean in ota), targetting facilities used to enable automatic radar targetting, which is now enabled by default, so having one was a huge benefit. Now they are mostly good for snipers and other laser units. Artillery doesn't benefit from it so much iirc.

Having two radars interlocked to enhance accuracy would be logical, but what do you then do with the TF?
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NeonStorm
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Re: Intrusion Countermeasure System & Targeting Facility

Post by NeonStorm »

I would make them trace incoming arty shots back to their origin.
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Jools
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Re: Intrusion Countermeasure System & Targeting Facility

Post by Jools »

NeonStorm wrote:I would make them trace incoming arty shots back to their origin.
But you can already see that from the explosion effect/projectile light. Can't you? At least in xta you can.
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Anarchid
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Joined: 30 Nov 2008, 04:31

Re: Intrusion Countermeasure System & Targeting Facility

Post by Anarchid »

WZ2100 had quite a lot about counterbattery operations. Was semi-fun, and considering overall complexity of the systems involved, sounds totally fit for a Spring game.
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NeonStorm
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Re: Intrusion Countermeasure System & Targeting Facility

Post by NeonStorm »

But you can already see that from the explosion effect/projectile light. Can't you? At least in xta you can.
AFAIK projectiles have air los, which means 1.5 times ground los (ZK).
That can be really inaccurate for Chainsaw and Bertha in ZK.

And maybe not only in ZK.
And what if you missed a shot ceg (sniper, etc.)?
HectorMeyer
Posts: 181
Joined: 13 Jan 2009, 11:20

Re: Intrusion Countermeasure System & Targeting Facility

Post by HectorMeyer »

Intrusion Countermeasure and Stealth Tank should be removed. Or at least remove cloaking ability from Stealth Tank. Or make it so that cloak can only be used when not moving. Or make Countermeasure give a signal when cloaked unit is in range, but not show its location.

Gremlins are hella op, but luckily never get built, while the spybot and its emp self-d (great gameplay idea) is hella fun. Intrusion countermeasure just completely shuts down a potentially fun and non-op cloak game.

I also don't really see in what way Juno and Targeting Facility improve the gameplay. Juno removal is long overdue. Give minelayer better mine clearer abilities instead (automatically detects and kills (reclaims?) all mines without explosion in large radius)

Perfection is not archived when there is nothing left to add, but when there is nothing left to take away :-)
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Johannes
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Re: Intrusion Countermeasure System & Targeting Facility

Post by Johannes »

HectorMeyer wrote:Intrusion Countermeasure and Stealth Tank should be removed. Or at least remove cloaking ability from Stealth Tank. Or make it so that cloak can only be used when not moving. Or make Countermeasure give a signal when cloaked unit is in range, but not show its location.

Gremlins are hella op, but luckily never get built, while the spybot and its emp self-d (great gameplay idea) is hella fun. Intrusion countermeasure just completely shuts down a potentially fun and non-op cloak game.
Uh, gremlins are fucking awful - slow and weak, what does stealth help when you can't get anywhere or kill anything, even their LOS sucks. If they're so op why don't you show a game demonstrating that? If none exist go play one.

Spybots are awesome of course, ridiculously powerful with basically no M cost - but really, complaiming that Intrusion Countermeasures shut them down? Have you often played out such scenarios?
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NeonStorm
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Re: Intrusion Countermeasure System & Targeting Facility

Post by NeonStorm »

I agree with Johannes
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