Page 26 of 50
Posted: 14 Feb 2006, 19:08
by MeraK
Should'nt guard tower's LOS be longer than, for instance, infantry's ones ? Usually, when you're in a guard tower you've got a better sight. I think.

But I must admit that my experience in guard towers is quite limited so I can be wrong

.
Posted: 15 Feb 2006, 05:39
by Flint
MeraK wrote:Should'nt guard tower's LOS be longer than, for instance, infantry's ones ? Usually, when you're in a guard tower you've got a better sight. I think.

But I must admit that my experience in guard towers is quite limited so I can be wrong

.
No I agree, in my experiance even with a guard tower on the top of the hill, level 1 infantry can have better LOS and take it out.
This needs to be fixed
Posted: 15 Feb 2006, 05:41
by GrOuNd_ZeRo
I'll be damned, I forgot to adjust the LOS on them guard towers...
I'll get this fixed ASAP, thanks for letting me know
Actually, the only unit that has higher LOS than a guard tower is the Recon infantry, but still, guard towers should have the advantage...
Posted: 15 Feb 2006, 05:46
by Flint
GrOuNd_ZeRo wrote:I'll be damned, I forgot to adjust the LOS on them guard towers...
I'll get this fixed ASAP, thanks for letting me know
Actually, the only unit that has higher LOS than a guard tower is the Recon infantry, but still, guard towers should have the advantage...
Well, the rocket infantry lvl 1 were able to take out my towers no sweat, despite the fact I had 5 on the top of the hill. They were barely able to hit back and the enemy had only 2-3 rocketers at a time.
Posted: 15 Feb 2006, 06:07
by Maelstrom
That sounds more like a range issue, as units still fire at things attacking them even if they cant see them.
Posted: 15 Feb 2006, 15:47
by j5mello
i think the issue is not that units fire at units outside of their range, it is the fact that the Guard Tower cannot see farther than a recon infanty which irl doesn't make sense.
Posted: 15 Feb 2006, 18:45
by GrOuNd_ZeRo
The difference is (or was) slight, now the tower definitly has the advantage.
I also increased the tank LOS by 150 so they willl have a little bit more sight range for long distance engagements.
Posted: 15 Feb 2006, 20:36
by AF
Your lvl 1 buildtree for WD on XE 2 should now work fine udner XE 3 with no changes needed ^^ Cant wait for screnshots
Posted: 16 Feb 2006, 07:52
by GrOuNd_ZeRo
Thank you AF, your support is greatly appriciated!
This will definitly aid me in development of WD since I am a little shy with playing online, I am not a great player so my reputation is at stake

but seriously, it just takes to much time and is quite frustrating...
Posted: 16 Feb 2006, 09:26
by Flint
Oh I forgot to mention. Bradley tanks seem to get stuck with con. planes when in close range together and become a combined unit. It's really strange, and once they get stuck if you move it it just explodes in a large radius.
Here are my personal suggestions, a few of which have been said already I believe
- -Helicopters should not be able to shoot air units.
-Air units need to have more effect on helicopters in general.
-Guard Towers need better range and accuracy/lethality
-You might want to consider lowering the range of artillary tanks, as at the moment these units are the only game enders in any map above 10x10. (At least in my experience)
-Increase lethality of anti-air tanks.
-Decrease lvl1 anti-tank infantry damage to buildings and other infantry.
Posted: 16 Feb 2006, 15:09
by Chocapic
i have a feel about this mod wich i dont know if it is very good or not or either if it makes sence, but tanks compared to soldats(lvl1 and even some lvl2) = uberownage.
say a light factory tank owns fast 10 soldiers or even more wich makes them almoust totally useless after the first 5 min, as for the elite barraks they are better but they get still uberly owned fast by most tanks and antitanks units and whatever kind of units.
in my perspective soldats alone can hardly do any damage as the game goes (lets not forget their speed compared to tanks).
but yet again as it is it might be calling a lot for reality...
Posted: 16 Feb 2006, 15:23
by cCCP
Infantry are extremely effective, if mixed and positioned properly.
I killed 5 m1a2's with 20 lvl1 ATGM's and 15 GI's.
You also have to look at the build time, and cost difference.
You can pump out infantry in seconds, a tank, even level 1 takes quite a while.
Posted: 16 Feb 2006, 16:34
by HildemarDasce
-You might want to consider lowering the range of artillary tanks, as at the moment these units are the only game enders in any map above 10x10. (At least in my experience)
I'd vote against this, as it adds so much to the feel of WD with the long ranged arty compared to other strategy games.
I'd rather see that you made them more expensive in that case.
Either way, the build time and/or cost should be upped a bit on the artillery rocket systems, as they can really decimate a base in seconds.
Posted: 16 Feb 2006, 22:34
by GrOuNd_ZeRo
In perspective, Artillery are slightly cheaper than level 2 tanks, level 2 tanks don't take much damage from artillery and can come in close quite fast and take the artillery out in seconds.
If this really is a ballance issue I will increase buildtime so they can't be produced very fast and I might increase cost by 25% or so.
MLRS and Smerch artillery rocket systems are currently the most expensive ground units, mobile SAM units (SA-11 and PAC-3) are a close second.
MLRS units are also affected by being extremely vunerable, esspecially when reloading, however L1 rocket artillery are extremely cheap, the 110SF2 even has a machinegun to defend it self with, I thinkt they might have to be nerfed as well.
Just some points to ponder.
Posted: 17 Feb 2006, 06:59
by smokingwreckage
If there's arty ravaging your base, wouldn't you send a gunship, a bomber, or a coupla fast vehicles to take it out?
Posted: 17 Feb 2006, 18:03
by HildemarDasce
If arty is ravaging my base, I write a letter to the concerned party and firmly yet politely ask them to stop.
Well, I haven't had the opportunity to play WD in multiplayer, only against bots, so I don't really know about balaning. But in any case, I'm very strongly against lowering ranges (but as Ground Zero doesn't seem inclined to do so, I guess it's not really an issue anyway).
But yeah, I guess air superiority and/or counter battery fire would be appropriate for a besieged base.
Posted: 17 Feb 2006, 23:29
by Flint
Oddly enough TA WD has been the only mod I've been playing much and Ive recently come to disagree with my previous idea to lower artillery. I think you guys are right, it is at a pretty good setting at the moment.
However the helicopter inbalance need to be addressed soon and Ive found that the Abrahams Tank is better at shooting down helicopters than the lvl 2 anti air tank, which is quite strange.
Posted: 18 Feb 2006, 03:11
by cCCP
To be honest until Aircraft are effective at shooting down other aircraft, and SAMs actually track; the game balance is skewed.
Posted: 18 Feb 2006, 04:51
by Chocapic
i think the problem is that some anti air weapons do not track(fully track) air units.
(example: samson/slasher in xta)
the projectile they fire is not totaly guided thus failing a lot and compromising air defence substancially.(this is for instance what happens with lvl1 anti air infantry)
i think an anti air unit on the elite barracks would be pretty nice aswell.
Posted: 18 Feb 2006, 09:12
by GrOuNd_ZeRo
SOMEBODY messed with the physics behind the missiles and it's completely screwed, the moment a missile exists it's maximum range it DIES INSTANTLY to my frustrations, there is little I can do to fix this glaring bug.
However, it seems Air to Ground weapon preform slightly better now, but WD's low area of effect makes them less powerful so that definitly has to be tweaked as well.