You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
Couldn't see an open WZ forum post anywhere, so thought to raise a discussion point here as feedback and some ideas to suggest minor alterations for this included Cam expansion. I'm really liking the idea and incorporation of this.
The one main mistake from the original game was starting off with tanks and Cyborgs weren't ever viable when they became available and with the experience factor all units were precious with retaining ranks so tanks made more sense.
With this being set prior to the main game events, I'd love to see more of an emphasis on Cyborgs to begin with. To that I'd suggest:
Only start with Cyborgs, with factories disabled ( at least just initially for L1 + L2 ) where you can use Cyborg Engineers to build the base with. A few more techs/Artifacts within the levels geared towards Cyborgs and maybe MG line to begin with would be nice. Can add Wheels and Viper body as Artifacts too, spread between bases/outputs. ( The Artifact count is slightly low on some missions ), also flamer comes to mind in addition.
As it currently stands I find it a touch strange to go from Wheels ->Tracks yet this happens before you even acquire twin-MG and medium bodies. Half-tracks seems a more natural progression and that to come with twin-MG then HMG and light cannons.
Can we also get an MG tower early on too? Earliest is the mini-pod tower, which should be second.
Even a Repair Fac/Bay sooner would enable a forward base as more of an option.
I notice an open map section in L1 prior to the base discovery you cannot go down (until after you break the wall) in the bottom right corner - Would suggest altering the map slightly by either cutting off the map-line a bit before that section then expands or re-shaping the map to become a huge hill/mountain thus obviously impassable.
Couldn't see an open WZ forum post anywhere, so thought to raise a discussion point here as feedback and some ideas to suggest minor alterations for this included Cam expansion. I'm really liking the idea and incorporation of this.
The one main mistake from the original game was starting off with tanks and Cyborgs weren't ever viable when they became available and with the experience factor all units were precious with retaining ranks so tanks made more sense.
With this being set prior to the main game events, I'd love to see more of an emphasis on Cyborgs to begin with. To that I'd suggest:
Only start with Cyborgs, with factories disabled ( at least just initially for L1 + L2 ) where you can use Cyborg Engineers to build the base with. A few more techs/Artifacts within the levels geared towards Cyborgs and maybe MG line to begin with would be nice. Can add Wheels and Viper body as Artifacts too, spread between bases/outputs. ( The Artifact count is slightly low on some missions ), also flamer comes to mind in addition.
As it currently stands I find it a touch strange to go from Wheels ->Tracks yet this happens before you even acquire twin-MG and medium bodies. Half-tracks seems a more natural progression and that to come with twin-MG then HMG and light cannons.
Can we also get an MG tower early on too? Earliest is the mini-pod tower, which should be second.
Even a Repair Fac/Bay sooner would enable a forward base as more of an option.
I notice an open map section in L1 prior to the base discovery you cannot go down (until after you break the wall) in the bottom right corner - Would suggest altering the map slightly by either cutting off the map-line a bit before that section then expands or re-shaping the map to become a huge hill/mountain thus obviously impassable.
Though I've not finished the play-through yet, a Howitzer Cyborg does exist you could look to include too!
https://warzone.atlassian.net/wiki/spaces/wzpedia/pages/4817109/Strange+Cyborgs
The text was updated successfully, but these errors were encountered: