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(MP)Sensor Turret Change

Open Tipchik87 opened this issue 3 years ago • 2 comments

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Tipchik87 avatar Nov 04 '21 19:11 Tipchik87

My tests have shown that a T1 sensor radius of 16 cells is optimal(minimum) for the early stage. For example, mortars have a range of 18 and it will be difficult to implement their work if the sensor radius is less than 16. So I decided to do a complete rebalance of all sensors Increasing the radius of the sensor turret from 12 to 16 cells and consequently increasing the cost from 20 to 150 energy and increasing production time from 100 to 500. The Sensor Turret and Sensor Tower will now have the same actual radius as the Hardened Sensor Tower. Reduce Wide Spectrum Sensor 450 -> 300 energy and 1200 -> 700 production time Decrease Wide Spectrum Sensor Tower 350 -> 250 energy and 800 -> 600 production time Also note that the Wide Spectrum Sensor should not be much more expensive than the Sensor turret, otherwise the first will be irrelevant to use. The difference in viewing radius between these sensors, taking into account all the upgrades 2.5 tiles

I believe that this is a reason to apply (consideration) of these changes and also I have reasons for this :

  1. On the T1-T3 there is no mobile sensor with a normal playable overview.

  2. Sensor of the same type should have the same view radius. Sensor Turret, Sensor Tower and Hardened Sensor Tower should have the same radius of 16 tiles.

  3. on Low Oil mode without bases or the current tournament, these changes will not affect because of the low level of oil players give priority to combat (assault) units (from personal experience and observations). Fenrir also talks about this in the multiplayer discussion chat.

  4. In the modes of high-oil use of mobile mortars is not effective, because we have to illuminate for them with the targets with combat (assault) units, which have their own backlight radius of 8 cells, forcing a lot closer to the enemy army, thereby making mobile mortars extremely vulnerable target. The presence of the sensor in the assault army with an overview of 12 cells does not give any pluses on this no one uses it.

5 . Having the same radius Sensor Tower will not outshine Hardened Sensor Tower because the second has a larger safety margin and resistance to different types of damage. Also, the mobile Sensor Turret won't outshine the stationary version because I made it more expensive.

Tipchik87 avatar Nov 07 '21 04:11 Tipchik87

In the modes of high-oil use of mobile mortars is not effective, because we have to illuminate for them with the targets with combat (assault) units, which have their own backlight radius of 8 cells, forcing a lot closer to the enemy army, thereby making mobile mortars extremely vulnerable target. The presence of the sensor in the assault army with an overview of 12 cells does not give any pluses on this no one uses it.

That just shows that you are unaware that most high-tier players are playing exactly with mobile mortars and doing pretty good. Even without sensor they are pretty much dead sentence.

maxsupermanhd avatar Sep 01 '22 22:09 maxsupermanhd