Infantry not squishy enough? -1 reply

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Daniiren

Purge the Xenos!

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20th September 2006

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#1 10 years ago

Is it just me, or do infantry have waaaaaaaaaay too much staying power? I mean when you have a squad under fire from a dozen AT-STs and the squad doesn't go up in a puff of red smoke in about as much time as it takes for the walkers to reload, doesn't it mean that infantry don't die easily enough? If I remember correctly from the movies, how many troopers lasted more than one blaster shot? I know the game has to make infantry a little less squishy than one-hit-kill but I think they just don't die easily enough. I mean, half a dozen stormies should be able to obliterate a single squad of plex troopers. The sheer weight of incoming blaster fire should practically vaporize anything on foot in the target area.

So, in an attmept to remedy the situation, I cut all infantry health down to single digits. I will play around with them, and the targetting accuracy, until I think it is more or less suitable.

Am I just barking up a tree or are their others out there that feel the same way I do?




Vaders_legion

NO U

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17th December 2005

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#2 10 years ago

Your barking up a tree in how your coding it all up. You should just go into game constants and edit the damage multiplier for the damage types against infantry as you wish.




Soveriegn

My EMPIRE!!

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14th October 2007

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#3 10 years ago

You really don't need to make this a big scene.




Major A Payne

The 6th Day

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7th August 2002

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#4 10 years ago

Whilst you are quite correct in your analagy Daniiren this isn't the movies. This is a game (just look at ANY rts game that includes infantry and you'll find they all have a life bar of some sort), and it would make for a very poor gameplay if your infantry end up dead so quickly. Remember that in this game especially infantry cant do things such as hide behind trees etc.etc.




Darth_Windu

RotC Creator

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3rd September 2007

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#5 10 years ago

Exactly. Besides in real life Infantry don't just stand around and get slaughtered - normal infantry squads have AT weapons, LMG's etc that enables them to engage armoured targets, which just isn't present in EaW/FoC.




Daniiren

Purge the Xenos!

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20th September 2006

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#6 10 years ago

True, true... score one for Dawn of War. I also think cover should play a much greater role - like a squad of plex troopers spreading out in the middle of an open field to avoid fire from a few anti-infantry units? Rediculous. Unfortunately I don't know if you can code extra cover interaction into the game,

I will try my no-health-infantry, but the chances are I'll just recopy the xml files to erase the changes. You know how fast geonosians die? It's going to be like that for everything on two feet, pretty much. It will make vehicles much more important, but I think I'll just end up changing the constants like Vaders_legion suggested.




ShadowCrow

Good games r 1's I can't beat.

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6th November 2007

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#7 10 years ago

If you want a game that accurately uses the infantry so that they use objects for cover (trees, debris, sandbags, etc.), play company of heroes.




Vaders_legion

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17th December 2005

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#8 10 years ago

EaW DOES allow infantry to use terrain to their advantage although there are no animations for it. Besides, you can easily balence it out if you want infantry to be weaker than holy hell. you just gotta lower their price and buildtimes and take away their popcap so they can be deployed and slaughtered en masse. You can also make infantry more valuable by making them the only units that can capture reenforcement points, that means no using heros to replace infantry. Anyhow, how you implement these sudgestions are up to you, I might release a private mod i made for infantry thats quite similar to what you want.




Nebulogan_B

Knowledgeable, but weird

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7th September 2007

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#9 10 years ago

One thing that would really make things more movie-accurate is if vehicles were harder to produce, I mean there were a lot of infantry and few vehicles, except for the prequel trilogy. Maybe you could change it so that you don't end up with more atsts than there were in the whole battle of endor in a single squad you call in. Also you could drastically increase the population value of vehicles so you can't bring in four tanks using up the same pop value as a single trooper platoon.




ShadowCrow

Good games r 1's I can't beat.

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6th November 2007

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#10 10 years ago
Nebulogan_B;4229812One thing that would really make things more movie-accurate is if vehicles were harder to produce, I mean there were a lot of infantry and few vehicles, except for the prequel trilogy. Maybe you could change it so that you don't end up with more atsts than there were in the whole battle of endor in a single squad you call in. Also you could drastically increase the population value of vehicles so you can't bring in four tanks using up the same pop value as a single trooper platoon.

Now we're getting somewhere.

Empire: Storm trooper company = 1 pop cap, 9 per squad, 4 squads per company TIE-Mauler = 1 pop cap, 3 per company (weaker armor) AT-ST's = 2 pop cap, 2 per company M1 repulsar tanks = 2 pop cap, 2 per company AT-AT = 3 pop cap, 1 per company SPHA-T = 3 pop cap, 2 per company Dark troopers, use default setting

Rebel: Rebel infantry company = 1 pop cap, 5 per squad, 5 squads per company (slightly stronger than storm trooper for balanceing purposes) Rebel plex company = 1 pop cap, 3 per squad, 3 squads per company Infiltrators = 2 pop cap, 1 per squad, 3 squads per company T2-b tanks = 1 pop cap, 3 per company (weaker shield armor, or slower refresh rate) T4-b tanks = 3 pop cap, 2 per company MPTL = 2 pop cap, 2 per company Snow speeders = 2 pop cap, 3 per company (significately weaker armor, also, perhaps creating a container so that they fly in formation)

Consortium: ======================================================== first of all, all units must be rebalanced ========================================================

Mercenary grenaders = 1 pop cap, 3 per squad, 6 squads per company (grenades should have greater area damage) Mercenary infantry = 1 pop cap, 6 per squad, 6 per company (should be default starting units instead of the grenaders) Sabatuers = 2 pop cap, 1 per squad, 3 squads per company Plasma tank = 2 pop cap, 3 per company MZ95 tank = 3 pop cap, 2 per company MAL rocket launcher = 3 pop cap, 2 per company

PS, this is for balancing if you make the infantry 1-hit-KO




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