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Author Topic: Counters for off-map weapons  (Read 1710 times)

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February 08, 2018, 07:16:30 PM

Offline Schräge Musik

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Counters for off-map weapons
« on: February 08, 2018, 07:16:30 PM »
Most units in EaW have an enemy that negates their advantage. However, I see no way to fight back against ion cannons, hypervelocity guns, and orbital bombardments (bombing runs are defeated by anti-air).

Is this something that has been discussed?

February 08, 2018, 08:28:43 PMReply #1

Offline Corey

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Re: Counters for off-map weapons
« Reply #1 on: February 08, 2018, 08:28:43 PM »
Most things related to those weapons and features are hardcoded, unfortunately. In previous builds, we've tried to do things like make bombing runs and orbital bombardments more spread out so you'd use them to do damage over an area and make them less reliable, but that basically just prompted complaints.
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February 10, 2018, 12:15:35 PMReply #2

Offline Skyline5gtr

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Re: Counters for off-map weapons
« Reply #2 on: February 10, 2018, 12:15:35 PM »
You also have to have a counter balance for things and that wouldb e hard for off map

February 11, 2018, 10:20:32 PMReply #3

Offline fireball900

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Re: Counters for off-map weapons
« Reply #3 on: February 11, 2018, 10:20:32 PM »
It's mentioned in another thread that Anti-Orbital Guns (HVs and the like) could prevent bomardment via a large, invisible shield.

The main way to fight against AOGs is the same way as most artillery - through not letting them fire. Commando raids in this case. The Clone Wars mod did a fairly good example of this IIRC. Giving each side commando units that have stealth and explosives could work well for that. It's certainly very star-wars-y.

February 11, 2018, 10:56:32 PMReply #4

Offline Schräge Musik

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Re: Counters for off-map weapons
« Reply #4 on: February 11, 2018, 10:56:32 PM »
It's mentioned in another thread that Anti-Orbital Guns (HVs and the like) could prevent bomardment via a large, invisible shield.

The main way to fight against AOGs is the same way as most artillery - through not letting them fire. Commando raids in this case. The Clone Wars mod did a fairly good example of this IIRC. Giving each side commando units that have stealth and explosives could work well for that. It's certainly very star-wars-y.

That actually sounds like it would be an excellent solution as it is both perfectly logical and not impossible to implement.

 

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