No power up zones

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Neko_Baron
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No power up zones

Postby Neko_Baron » Wed Oct 01, 2008 12:28 am

I've noticed that no power up zones only seem to effect team based power ups like turrets and such, where as egg/ants nets are void leading to being a total git.

Just playing Rocket on 'Stairway to Heaven' and the first thing I noticed was there was only 1 spawn so initial though was to rush and place a turret right next to it. Rightfully so this was disallowed and the turret ending up being a lil further back however this is where it begins, one of the next powerups I get is an ants nest and out of curiosity I attempted to place this as close as I could but this time the void power up zone didn't care. If you cant guess already this ends up with a near un-killable ants nest next to the only spawn and hence a shallow victory for me in the end.

This doesn't just affect that map, on assault maps its easy to place ants nests and eggs near solar panels and since working winians are totally oblivious they're wiped out in seconds (not to mention stray winians opening plague crates near em at times) and avoiding to even fight for it. I just tested this in Assault with create time to 10 and apart from the horrible crate spam I was able to kill all of the green winians controlling the WMD with air strikes and ant hills, with this tactic it would be easy to quickly switch off any force fields and rush the WMD as such.
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bert_the_turtle
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Postby bert_the_turtle » Wed Oct 01, 2008 8:14 am

I think you're confusing something. The map defined no powerup zones, as far as I can tell, indeed work for everything. The defender can't airstrike the start island of the attackers on Dog Green Sector, and can't place ant nests or turrets there.

What does not affect all powerups is the protection zone around spawnpoints controlled by other players. That is just for turrets. You want to be able to airstrike an enemy spawnpoint. But a turret within firing range of an enemy spawn point would just be a too easy way to clear it, that's why it's disabled.

And you can only use powerups to kill all defenders if you increase their frequency. It's natural that fiddling with game options can destroy the balance.
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Postby Neko_Baron » Wed Oct 01, 2008 1:04 pm

bert_the_turtle wrote:I think you're confusing something. The map defined no powerup zones, as far as I can tell, indeed work for everything. The defender can't airstrike the start island of the attackers on Dog Green Sector, and can't place ant nests or turrets there.

Please read carefully what I previously posted, I'm on about attackers being able to air strike the defenders. I just tested on the map you mentioned and as the attackers was able to place eggs and such right next to the WMD.
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Xocrates
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Postby Xocrates » Wed Oct 01, 2008 1:10 pm

The obvious question being. What makes you think there's a No Powerup zone there?
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Postby bert_the_turtle » Wed Oct 01, 2008 1:26 pm

I understood that. There simply is no "no powerup" zone around the WMD. Your seemed to be complaining that the "no powerup" zones aren't working properly. But they are. The areas you feel need protection simply aren't protected by those zones. They don't need protection. Just wiping out the crews at the WMD Control Terminals is not enough; the attacker still has to take them over, he still has to go past the turrets. Yes, an airstrike can wipe the crew there out, but it makes much more sense to use said airstrike on a turret cluster. I also don't see much of a problem with the solar panels. There are always several of those you need to overrun, and a limited choice of powerups that can actually do the work reliably (Nukes and meteors. That's it. Eggs can be coutered by the defender, airstrikes don't cover enough ground.), so maybe you can kill one or two of those fields, but are still left with the rest, and you can't use that powerup to get rid of other obstacles.

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