BA 7.63 Viper and arm advRadar hard to hit

BA 7.63 Viper and arm advRadar hard to hit

Classic game design, maintained to please you...

Moderator: Content Developer

Post Reply
dansan
Server Owner & Developer
Posts: 1203
Joined: 29 May 2010, 23:40

BA 7.63 Viper and arm advRadar hard to hit

Post by dansan »

CORVIPE and ARMARAD are almost impossible to kill. Their hit sphere must be strange or something.
The only position to hit them is to position enemy unit very near (almost? touching) south-west of unit. Only then they will hit and kill it as expected.
User avatar
very_bad_soldier
Posts: 1397
Joined: 20 Feb 2007, 01:10

Re: BA 7.63 Viper and arm advRadar hard to hit

Post by very_bad_soldier »

Thanks for reporting, its known though. Seems to be an engine issue. For reference: http://imolarpg.dyndns.org/trac/balatest/ticket/18
User avatar
albator
Posts: 866
Joined: 14 Jan 2009, 14:20

Re: BA 7.63 Viper and arm advRadar hard to hit

Post by albator »

Something is definitly wrong with radar, both t1 and t2, LOS is quite lower then what you could expect when ground in not completely flat.
dansan
Server Owner & Developer
Posts: 1203
Joined: 29 May 2010, 23:40

Re: BA 7.63 Viper and arm advRadar hard to hit

Post by dansan »

very_bad_soldier wrote:Thanks for reporting, its known though. Seems to be an engine issue. For reference: http://imolarpg.dyndns.org/trac/balatest/ticket/18
OK... thanx.
User avatar
knorke
Posts: 7971
Joined: 22 Feb 2006, 01:02

Re: BA 7.63 Viper and arm advRadar hard to hit

Post by knorke »

very_bad_soldier wrote:Thanks for reporting, its known though. Seems to be an engine issue. For reference: http://imolarpg.dyndns.org/trac/balatest/ticket/18
i think kloot fixed that for next version
User avatar
Beherith
Posts: 5145
Joined: 26 Oct 2007, 16:21

Re: BA 7.63 Viper and arm advRadar hard to hit

Post by Beherith »

albator wrote:Something is definitly wrong with radar, both t1 and t2, LOS is quite lower then what you could expect when ground in not completely flat.

Cool, did notice this, its now fixed in svn.
Post Reply

Return to “Balanced Annihilation”