Battlezone: Combat Commander

Battlezone: Combat Commander

TOTAL COMMAND - Battlezone 1998, The Red Odyssey, Rise of the Black Dogs
Vykro Dec 19, 2021 @ 4:18am
Day Wrecker bomb defense.
Is there any way to defend against an incoming Day Wrecker bomb? Considering the Recycler cannot withstand more than 2-3 such bombs unless it's being rapidly repaired by multiple service units (which get killed by the nuke anyway), rushing for the Armory + Field Lab and nuking the Recycler seems to be an easy win.

In vanilla BZCC, Day Wrecker bomb is delivered by the Bomber, which can be easily shot down by the turrets, ISDF Rocket Tank and Scion Archer (on top of costing 100 scrap to replace and requiring an end-game building).

I'm aware Day Wrecker could be flung by the armory in the first game - a behavior which this mod replicates - but I feel like the balance is slightly disrupted by the vastly different resource system. While in first game saving up for the bomb meant actively gathering scrap from the field by the Scavengers, in Total Command 4 Extractors makes saving up 80 scrap a breeze. Upgrading to 4 Silos practically lets you spam the bombs at the enemy base.
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Showing 1-13 of 13 comments
Coxxon  [developer] Dec 19, 2021 @ 5:22pm 
Well considering that you can only have 1 daywrecker at a time, from launch to detonation, and that the player has to go up the tech tree, and have 80 scrap, there's reasonably the same amount of time between dwrck launches as one would have in BZ1 if the player was collecting scrap through silo dropoffs. It might be a bit shorter, in late game, if one already controls much of the map, but I would hardly call that spamming.

A single service truck can do much to repair a recycler between dwrck hits. Several service, can repair it with ease before a second hit.

As for defense against them there isn't a particular one. In SP campaign I put in a range warning based on difficulty level, so that the player can take out the dwrck them self. As for PvP, neither side has a warning. And PvE the AI can't defend against it. Those two behaviors are little different than BZ1.
Vykro Dec 20, 2021 @ 6:48pm 
That makes sense. I still have my doubts though.

It is true that you can have only one bomb at a time, however given the size of most maps, it hardly matters. From my observations, it takes a group of Service Trucks to repair the Recycler between the impacts, and as mentioned before, these all get one-shot by the detonation (along with everything else of value nearby).

Arguably the destruction of the surrounding buildings and units may be even more crippling than the damage to the recycler. When facing an opponent who can afford the nuke quick enough, by the time you've rebuilt - another one is on the way.

Now, I won't disagree that this is all expected from a nuke, but for the price and for all the damage it does, I'm concerned that it just overshadows the rest of the content, some of it even more expensive than the bomb (like the walkers, for the example). It's just that in my opinion it should work as a tool for suppression, where it matters where you decide to drop it, as opposed as a guaranteed "press button to cripple the opponent's base".

All that said however, It beats me what could be done about this situation, if anything can be done at all. Here's some of my loose ideas:

- A warning that the bomb is coming (like the one you've mentioned), so that the player(s) can try to intercept it.
- Make the bomb automatically targetable by Gun Towers / Turrets (like the vanilla bomber).
- Increase the cost of the bomb so that dropping more than one in a quick succession is prohibitively expensive unless you've got a LOT of extractors (i.e. you're already winning anyway).
- Make it toggle'able in the match options, so it can be disabled (a band-aid solution).
- Make a dedicated "bomb interceptor" structure (might be too much effort and might clash with the ideology of the mod).

Just to be clear, this is just me brainstorming - I'm not insisting on any of these to be implemented, and I've got no idea how doable are any of these ideas to begin with.
Coxxon  [developer] Dec 21, 2021 @ 3:40pm 
Answering your "-" list:
-Online gametype warnings (ST, MPI, IA) are not easily possible without a lot of other scripting. The mod is setup to use the stock dlls, so I would have to recreate custom versions in lua, and considering I'm not primarily a programmer, it's not really possible for me at this time.
-I've tried this, but by the nature of the class type it doesn't work. Sometimes a player's AI units will fire at it with the player but why this happens is unknown.
-80 scrap is a decent balance. Once a dwrck detonates, it's dead too. Whereas a walker can kill something, and still be alive to move on to another target.
-Toggleble is the same problem as adding a warning, but in the game setup settings. Hypothetically I could create recy variants that don't allow for a daywrecker, but I've not seen any demand for it.
-Similar to direct targeting, this isn't really possible. The AAA structures/units in BZ2/BZCC target the bomber, not the (daywrecker) bomb.
LORD_SCUMBAG Dec 23, 2021 @ 3:32pm 
While I'd personally advocate for the total removal of day wreckers from the game, I found that equipping yourself with a LAT popgun mortar makes extremely short work of them. As long as you can target the bomb early enough to get 3-4 shots off, the popgun's projectiles will hit 99% of the time. Just make sure you're in range.
Coxxon  [developer] Dec 23, 2021 @ 8:43pm 
Well the hard to kill part is probably why they moved it to a killable bomber in BZCC. Though it would have been just as easy to make the class more easy to target by AI.
Queco Jones21 May 11, 2023 @ 7:54am 
hello, sorry to revive a dead post, but I just played the campaigns again and I likewise struggled with this, again...

Main issue here is that my units and turrets will ALMOST never target the day wrecker, even if I tell them to 'attack it', since the bomb appears as yellow (like a neutral unit), what my units end up doing is just swarming to its position, and then all die...

I can usually kill it myself (if armed with super stabber and minigun/spitfire, forgot the name of the gun) right BEFORE it lands on my structures. Sometimes my units will join in if they are following me, others times not so much.

So my suggestion would be to, if possible, make the bomb itself as a hostile unit for the last say, 15-20 seconds of descent. Or if too hard, then just full on as a hostile unit. This way my defenses and units will actually try to attack it if they can. Then we can try to do 2 pronged attacks and have our army attack the defenses right before the bomb drops and distract everything why the bomb drops...

Just my 2 cents. Love the mod and I play it here and there every once and a while.

Cheers!
Coxxon  [developer] May 11, 2023 @ 3:25pm 
enemy ai daywreckers - When highlighted also set them to be on enemy team. Probably won't make much difference, but might make it easier for player to assign wingman to shoot them down. Affects 10 missions.
Last edited by Coxxon; May 11, 2023 @ 3:44pm
Vykro May 12, 2023 @ 4:12pm 
Originally posted by Coxxon:
enemy ai daywreckers - When highlighted also set them to be on enemy team. Probably won't make much difference, but might make it easier for player to assign wingman to shoot them down. Affects 10 missions.
Just need to point out that it also affects multiplayer, and significantly.
Coxxon  [developer] May 12, 2023 @ 4:37pm 
?? The change I made has no effect on MP. It was only a change to specific SP campaign scripts.
Vykro May 13, 2023 @ 6:00am 
I meant the units ignoring the incoming daywrecker bombs are an issue in MP, simply because there is no feasible defense against them once the opponent starts spamming them.
Coxxon  [developer] May 13, 2023 @ 5:14pm 
Unfortunately, the daywrecker setup is mostly within the game code, and there's not much a modder like myself can do to change that. Remember, even in stock, it's the ISDF Bomber that is targeted, not the daywrecker bomb itself. As for spamming them, well that's a matter of opinion as to what spamming is. But I did set it up so that a human player could only launch one (have one) at a time. The first has to detonate before another one can be built and launched, and require a tech center (Field Lab). That's the most I can do to slow down the fire rate, otherwise it would be to make them so expensive (require so many scrap pools), or so low damage, that they'd never be worth using anyway.
Queco Jones21 May 14, 2023 @ 8:15am 
Makes sense. The AI doesn’t really spam them per say, the issue is just that my troops and turrets will barely if ever target the bomb. But it is understandable that it cannot be edited.

So yeah, main thing to do is on the missons the AI does use it, spread our 3 factory units apart and stay in the base so that when it does come we can shoot it down ourselves. At least that is what i do.

Cheers.
Counter a Daywrecker with IL Missile or FAF, player only. Can be destroyed by being sniped as well.
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