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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.
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.
-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.
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!
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.