concrete arty/aa op IMPLEMENTED

TntAttack
Posts: 335
Joined: Mon Feb 22, 2021 5:49 am

Re: concrete arty/aa op

Post by TntAttack »

DreJaDe wrote: Wed May 04, 2022 9:47 am
TntAttack wrote: Wed May 04, 2022 9:46 amHere man.
This is what I said to you...

They need to be occupiable which they are not currently.
Sure. Let's make them occupiable. Simple fix. Dev, your thoughts?

Edit: What we have so far...

1. both AA and AT concrete tower has only 1 action (1 attack)
2. flamethrower have a new ability to swipe out enemy from bunkers
- concrete AA and AT and the bunkers + sandbag bunkers too
- flamethrowers cost 2->3
- also flamethrover new ability will have Cooldown 2
- also flamethrower tanks have same ability no cooldown (debatable, but I think this is reasonable)
3. concrete AA and AT turret can only be started by engineers
4. Concrete bunkers and sandbag bunkers can house units which can build from inside. Concrete bunkers are now occupiable.
User avatar
DreJaDe
Posts: 2383
Joined: Sun May 12, 2019 10:19 pm

Re: concrete arty/aa op

Post by DreJaDe »

If the flamethrower will have CD, I don't think it needs to cost more...

Opinions?
Stratego (dev)
Site Admin
Posts: 15741
Joined: Fri Apr 25, 2014 9:28 pm

Re: concrete arty/aa op

Post by Stratego (dev) »

They need to be occupiable which they are not currently.
no, they DO NOT need to be occuiable!

there is flag to set to let "actions" from inside (attack, build)
and a DIFFERENT flag is the isOccupiable.

so no problem
User avatar
DreJaDe
Posts: 2383
Joined: Sun May 12, 2019 10:19 pm

Re: concrete arty/aa op

Post by DreJaDe »

Ok then
Stratego (dev)
Site Admin
Posts: 15741
Joined: Fri Apr 25, 2014 9:28 pm

Re: concrete arty/aa op

Post by Stratego (dev) »

about being occupiable more buildings, i am a little (or more) agaisnt it
(remark: i already dont really like concrete ones being occupiable, kindof unfair if you build it and enemy with fast truck, or flying paratroopers can steal it from you)
also with the new flamthrower feature:
- i have a truck + i have a flamethrower+riflemen in it
- from distance i ride nearby
- flamethrower wipes
- riflemen occupies.
it should not be this easy ...

so i would remove all occupiability from all concretes instead
(i did not liked it since we set it).
User avatar
DreJaDe
Posts: 2383
Joined: Sun May 12, 2019 10:19 pm

Re: concrete arty/aa op

Post by DreJaDe »

Stratego (dev) wrote: Wed May 04, 2022 11:22 am so i would remove all occupiability from all concretes instead
If this includes even the concrete Artillery then it will defeat the purpose of suggesting the flamethrower skill!

I'm against it.

Opposite of you, I really like it since it's introduction.
TntAttack
Posts: 335
Joined: Mon Feb 22, 2021 5:49 am

Re: concrete arty/aa op

Post by TntAttack »

Edit: Replying to Stratego about banning concrete structure's occupiability.

You may think it's easy, but it's a open plot. As the defender, you know this is how attackers can take your bunkers so you make measures to defend against it.

- Mines, walls, etc
- Counter attack, priorities flame units / transports.
- Sending your own flame units out to take it back.
- Bombard it with arty, mercilessly destroying your former building.

Besides, for historical reasons e.g. bunker to bunker fighting, and a means of controlling player defenses e.g. the player will not spam concrete bunkers needlessly as this may backfire on them.

Concrete towers arty/aa are nerfed so it's not broken anymore. And makes sneaking through enemy fortifications rather satisfying and not like a repetitive cord.
Last edited by TntAttack on Wed May 04, 2022 11:23 pm, edited 1 time in total.
User avatar
DreJaDe
Posts: 2383
Joined: Sun May 12, 2019 10:19 pm

Re: concrete arty/aa op

Post by DreJaDe »

What's your thought on making Concrete artillery and as a none occupiable unit though?

@TntAttack
Stratego (dev)
Site Admin
Posts: 15741
Joined: Fri Apr 25, 2014 9:28 pm

Re: concrete arty/aa op

Post by Stratego (dev) »

so now here we are:
1. both AA and AT concrete tower has only 1 action (1 attack)
2. flamethrower have a new ability to swipe out enemy from bunkers (can target: concrete AA and AT, bunkers, sandbag bunkers)
- also flamethrover new ability will have (Cooldown 2)
- also flamethrower tanks have same ability (Cooldown 2)
3. concrete AA and AT turret can only be started by engineers


Also i can make a new feature in game so a unit can only attack if it has any other unit it, so we can set concrete artilleries to be able to shoot only if they have units in it (maybe same on sandbags?)
shall i make this mechanic?
TntAttack
Posts: 335
Joined: Mon Feb 22, 2021 5:49 am

Re: concrete arty/aa op

Post by TntAttack »

Stratego (dev) wrote: Wed May 04, 2022 1:43 pm Also i can make a new feature in game so a unit can only attack if it has any other unit it, so we can set concrete artilleries to be able to shoot only if they have units in it (maybe same on sandbags?)
shall i make this mechanic?
This will stop players from charging at infantry with 2 builders and sandbag bunkering the infantry.

This will force defenders to arm their defenses else the enemy occupies it. Also, if they don't occupy it, they don't get a defending advantage. But they also risk being wiped by flamethrower's new ability.

It's not a bad idea. I kinda like it. Might break a few single player maps, but I don't play singleplayer so I don't know.

Additional idea to strengthen the defenders: This part is slightly irrelevant so you can ignore if you are only after confirmation about concrete structures.

What if we give lighter aa, arty and anti tank types +1 speed on urban areas/structures e.g.
-roads
-towns
-bunkers e.g. promoting defenders defending with anti tank and light arty.

So defending with 2-3 turn arty/aa/anti is much more easier esp with anti tank as its probably one of the least used units.

Heavy stuff like the Dual aa/anti tank (are these units considered heavy by ease of movement?) And the 4-5 turn arty are to be transported by vehicle.
User avatar
DreJaDe
Posts: 2383
Joined: Sun May 12, 2019 10:19 pm

Re: concrete arty/aa op

Post by DreJaDe »

TntAttack wrote: Wed May 04, 2022 11:43 pm What if we give lighter aa, arty and anti tank types +1 speed on urban areas/structures e.g.
-roads
-towns
-bunkers e.g. promoting defenders defending with anti tank and light arty.

So defending with 2-3 turn arty/aa/anti is much more easier esp with anti tank as its probably one of the least used units.

Heavy stuff like the Dual aa/anti tank (are these units considered heavy by ease of movement?) And the 4-5 turn arty are to be transported by vehicle.
I really like this idea but I believed could be more talk about.

You should definitely make a new topic for it instead of here.
User avatar
DreJaDe
Posts: 2383
Joined: Sun May 12, 2019 10:19 pm

Re: concrete arty/aa op

Post by DreJaDe »

TntAttack wrote: Wed May 04, 2022 11:43 pm This will stop players from charging at infantry with 2 builders and sandbag bunkering the infantry.

This will force defenders to arm their defenses else the enemy occupies it. Also, if they don't occupy it, they don't get a defending advantage. But they also risk being wiped by flamethrower's new ability.

It's not a bad idea. I kinda like it. Might break a few single player maps, but I don't play singleplayer so I don't know
My thoughts also.

Though if this is done now @TntAttack, do you think that Concrete artillery still needs the nerf of 1 attack per turn only?

I kinda think that it does not.
Stratego (dev)
Site Admin
Posts: 15741
Joined: Fri Apr 25, 2014 9:28 pm

Re: concrete arty/aa op

Post by Stratego (dev) »

so now here we are:
1. both AA and AT concrete tower has only 1 action (1 attack)
2. flamethrower have a new ability to swipe out enemy from bunkers (can target: concrete AA and AT, bunkers, sandbag bunkers)
- also flamethrover new ability will have (Cooldown 2)
- also flamethrower tanks have same ability (Cooldown 2)
3. concrete AA and AT turret can only be started by engineers
(i would postpone this NEEDS_OPERATOR change for the case it is REALLY needed here - as we would need a new tutorial map as no one will know why turrets not work, also yes, currentmaps would need checking if they still work)

so i start making these now!
User avatar
DreJaDe
Posts: 2383
Joined: Sun May 12, 2019 10:19 pm

Re: concrete arty/aa op

Post by DreJaDe »

Yeah, I think that's that for now... There's really a lot of changes so it really needs a game testing. Even with just AIs.

Thank you very much
Stratego (dev)
Site Admin
Posts: 15741
Joined: Fri Apr 25, 2014 9:28 pm

Re: concrete arty/aa op

Post by Stratego (dev) »

IMPLEMENTED
Post Reply

Return to “Implemented/Closed”