Intrusion Countermeasure System & Targeting Facility
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Intrusion Countermeasure System & Targeting Facility
Hello everyone.
What is it? how its works?
What is it? how its works?
Re: Intrusion Countermeasure System & Targeting Facility
There are flares.. deflecting rockets
There are jKs Lasors defending everything that has the option.
There are anti-nuke systems.
There are jKs Lasors defending everything that has the option.
There are anti-nuke systems.
- FireStorm_
- Posts: 666
- Joined: 19 Aug 2009, 16:09
Re: Intrusion Countermeasure System & Targeting Facility
Targeting Facility
Intrusion countermeasure
I'm not sure about this but I believe it increases more if you build more. About 3 of them and your units can hit moving targets spot on.http://springrts.com/wiki/Manored%27s_Guide_about_BA_units wrote:Targeting facility (enhanced radar targeting): This is not a very expensive building and will increase the accuracy of your units then shooting guided by radar. Its especially useful then you got Long range artillery units like the BB (Big Bertha). Building more of them will increase accuracy, although there is probably a point where it will stop making effect due to perfect accuracy.
Intrusion countermeasure
Hope that helpshttp://springrts.com/wiki/Manored%27s_Guide_about_BA_units wrote:Tracer (intrusion countermeasure system): This device detects moving ground enemy units inside its detection range, even if they are stealthy or cloaked, but it can only keep track of then while they are moving, won't show them on radar, and your units wont react automatically. Not very expensive (or useful :) ).
Re: Intrusion Countermeasure System & Targeting Facility
Both are obscenely useful and incredibly cheap.
Targeting facilities are essential for artillery and other long range units. Also, they provide enhanced targeting for your entire team :)
Tracers are great against spies, snipers, and cloakable tanks.
Targeting facilities are essential for artillery and other long range units. Also, they provide enhanced targeting for your entire team :)
Tracers are great against spies, snipers, and cloakable tanks.
Re: Intrusion Countermeasure System & Targeting Facility
This is interesting question: how much targeting facilities is enough for example for snipers. If I build only 1 targeting, how much it increases accuracy.
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- Posts: 843
- Joined: 13 Aug 2007, 13:19
Re: Intrusion Countermeasure System & Targeting Facility
Hmm interesting question. I never considered it a possibility that snipers would hit radar dots with targetting facilities.. But I guess that would work. In the past people reported that 4 targetting facilities would reduce the radar wobble enough to get near 100% hits with morties. Can't test myself atm, can you?jamerlan wrote:This is interesting question: how much targeting facilities is enough for example for snipers. If I build only 1 targeting, how much it increases accuracy.
Re: Intrusion Countermeasure System & Targeting Facility
I think that better to find how it works in codeklapmongool wrote:Can't test myself atm, can you?
Re: Intrusion Countermeasure System & Targeting Facility
That statement is so Cartesian. But it is equally valid to gather evidence from empiric experiments.jamerlan wrote:I think that better to find how it works in codeklapmongool wrote:Can't test myself atm, can you?
Re: Intrusion Countermeasure System & Targeting Facility
Code = Learn to read code, find the parts of the code that work together to bring about this behaviour, do lot's of math to work out how it all comes together, assess the various units that could interact in this way and determine how many would be required to get the desired result.Jools wrote:That statement is so Cartesian. But it is equally valid to gather evidence from empiric experiments.jamerlan wrote:I think that better to find how it works in codeklapmongool wrote:Can't test myself atm, can you?
Test = Load spring, build some units, see if it works.
Re: Intrusion Countermeasure System & Targeting Facility
get hit over the head by abma and kloot for comiting atrocities into repositys..
Re: Intrusion Countermeasure System & Targeting Facility
Why does the targeting fac benefit the whole team? Those who dont care to figure out what it does/remember to build/care to build should not benefit from them. One more tactical thing to remember to build, too bad for the absent minded who forget because the benefit is quite large. Or does this shared benefit have some meaning my brain cant figure out? Easier to kill scout spam(thats not done via radar dots much)?
Re: Intrusion Countermeasure System & Targeting Facility
Because not benefitting the whole team would be an anomaly. Everything else you do benefits the whole team - you are free to share resources, assist ally labs, share units too, you see allied LOS/radar and so on... The only difference is who is in control of this or that, only exception that I can think of is how each player has his own storage that's not bound into any unit. Other than that little thing everything's interchangeable between teams. If targetfacility was an individual player thing, it'd introduce some weird scenarios - possible need to trade the facility ownership at times, giving away units so they can aim better... Why not keep it simple when there's no counter anyway about whose m, e, or nanopower the facility was made with anyway.Kapytii wrote:Why does the targeting fac benefit the whole team? Those who dont care to figure out what it does/remember to build/care to build should not benefit from them. One more tactical thing to remember to build, too bad for the absent minded who forget because the benefit is quite large. Or does this shared benefit have some meaning my brain cant figure out? Easier to kill scout spam(thats not done via radar dots much)?
This is of course different compared to many RTS's where each player must unlock researches individually, cannot trade or only do it at a cost, or where they must unlock tech before they share LOS and so on. But BA is not like that.
- very_bad_soldier
- Posts: 1397
- Joined: 20 Feb 2007, 01:10
Re: Intrusion Countermeasure System & Targeting Facility
Correct me when I am wrong but actually nothing else in BA enhances the whole team globally like targeting facs do. Stuff is usually restricted by range or something. Neither radar nor antinukes affect globablly EVERYTHING.Johannes wrote: Because not benefitting the whole team would be an anomaly. Everything else you do benefits the whole team - you are free to share resources, assist ally labs, share units too, you see allied LOS/radar and so on... The only difference is who is in control of this or that, only exception that I can think of is how each player has his own storage that's not bound into any unit. Other than that little thing everything's interchangeable between teams.
The concept of the global targeting facilities is quite a unique mechanism you dont find again in BA. I also feel it is a bit odd.
You really cant compare that mechanism to being able to share units/resources to allies or assisting other allies labs.
Its also a balance problem cause it has a bigger impact on bigger games. Imagine a 12v12 game where ONE player builds 3 targeting facilities.
How is that weird? You would not expect a fusion reactor to produce +1000e for every player in your team either, would you? You also need to trade it. I admit its not exactly the same tho but for me it feels similar.Johannes wrote: If targetfacility was an individual player thing, it'd introduce some weird scenarios - possible need to trade the facility ownership at times, giving away units so they can aim better....
Re: Intrusion Countermeasure System & Targeting Facility
Yes, it is an anomaly, there's nothing in the game that enhances all units globally like that. But the global effect is the anomaly, not that that it's team agnostic - antis don't care who's the player targeted, and radars share their info to all of the team. Being team agnostic is the norm.very_bad_soldier wrote: Correct me when I am wrong but actually nothing else in BA enhances the whole team globally like targeting facs do. Stuff is usually restricted by range or something. Neither radar nor antinukes affect globablly EVERYTHING.
The concept of the global targeting facilities is quite a unique mechanism you dont find again in BA. I also feel it is a bit odd.
You really cant compare that mechanism to being able to share units/resources to allies or assisting other allies labs.
Let's put it this way, no unit in the game changes its abilities depending on who in your team owns it. If you want to tone down the effect, a way more in line with the rest of the game game would be to give targeting facility a radius where it affects, for example.
It's not about the amount of teams but about the amount of units it affects.Its also a balance problem cause it has a bigger impact on bigger games. Imagine a 12v12 game where ONE player builds 3 targeting facilities.
If a 1v1 on DSD gets into super late game, single facilities will matter much more than in a 12v12 duck game. Team size ofc correlates with length - but that should be inconsequential.
A fusion produces 1000e for the whole team, to be distributed by the person controlling it. Its output doesn't depend on the number of players in a team, likewise a targeting facility should not change its behavior whether its affecting just me with 500 units, or a team of five with 100 units each. Otherwise things get balanced in a pretty weird way when looking at different teamsizes.How is that weird? You would not expect a fusion reactor to produce +1000e for every player in your team either, would you? You also need to trade it. I admit its not exactly the same tho but for me it feels similar.Johannes wrote: If targetfacility was an individual player thing, it'd introduce some weird scenarios - possible need to trade the facility ownership at times, giving away units so they can aim better....
- very_bad_soldier
- Posts: 1397
- Joined: 20 Feb 2007, 01:10
Re: Intrusion Countermeasure System & Targeting Facility
Better put it this way: No other unit in the game has an output which is potentially infinite and unrestricted. It is always restricted by constant boundaries. For example range (i.e. radars/antinukes) or resource output (solar=20e).Johannes wrote: Let's put it this way, no unit in the game changes its abilities depending on who in your team owns it. If you want to tone down the effect, a way more in line with the rest of the game game would be to give targeting facility a radius where it affects, for example.
I totally agree with you that giving the target fac a range restriction would bring it totally in line with all other game mechanics.
Thats pretty much the point: The targeting fac actually DOES alter its "output" depending on the units on the map. All other units have a clearly defined and constant "output". Its the same as if the fusion would output +10e for every unit on the map or something which would be awkward also, right?Johannes wrote: A fusion produces 1000e for the whole team, to be distributed by the person controlling it. Its output doesn't depend on the number of players in a team, likewise a targeting facility should not change its behavior whether its affecting just me with 500 units, or a team of five with 100 units each. Otherwise things get balanced in a pretty weird way when looking at different teamsizes.
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- Posts: 843
- Joined: 13 Aug 2007, 13:19
Re: Intrusion Countermeasure System & Targeting Facility
The logic behind the effect of targeting facilities doesn't really matter imho. It is one of the most useful units that is hardly ever built. Either keep it this way or make it worse.. I don't think there will be a serious effect on balance.
Re: Intrusion Countermeasure System & Targeting Facility
Why not just remove targeting facilities and improve accuracy with more radars watching a unit?
e.g: radar-wobble: X / (1+X*#radars)
Adv. radars could count twice or 1.5 times, ...
Or targeting facilities could double the anti-wobble effect for radars, limited to X radars - or X/2 adv.radars, prefering close/adv. radars, etc.
e.g: radar-wobble: X / (1+X*#radars)
Adv. radars could count twice or 1.5 times, ...
Or targeting facilities could double the anti-wobble effect for radars, limited to X radars - or X/2 adv.radars, prefering close/adv. radars, etc.
Re: Intrusion Countermeasure System & Targeting Facility
Potential issue with that is that you can build radars much earlier than targ facilities.NeonStorm wrote:Why not just remove targeting facilities and improve accuracy with more radars watching a unit?
e.g: radar-wobble: X / (1+X*#radars)
Adv. radars could count twice or 1.5 times, ...
So it gets to affect the t1 battles with rockos, janus etc. where having spotters for LOS is currently a critical thing.
Re: Intrusion Countermeasure System & Targeting Facility
you can also build jammers.
or could make only adv. radars working together.
or could make only adv. radars working together.
Re: Intrusion Countermeasure System & Targeting Facility
Of course, then you might want to reprice the Juno and the Jammers, which is not necessarily a bad thing, you're just shaking up a segment of play.