Janus = Submarine

Janus = Submarine

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AreaFire
Posts: 41
Joined: 27 Aug 2009, 18:08

Janus = Submarine

Post by AreaFire »

So, I noticed something today. In shallow bodies of water, the guns on the Janus stick out enough to fire, but nothing can fire back at it. Took a couple screens.
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A pic from the side.
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A pic from top down.
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Blue_Falcon
Posts: 155
Joined: 16 Oct 2008, 18:54

Re: Janus = Submarine

Post by Blue_Falcon »

Awesome! I see how this could be useful ingame...

But what's your point? Do you see it as a bug?
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aegis
Posts: 2456
Joined: 11 Jul 2007, 17:47

Re: Janus = Submarine

Post by aegis »

barrel pokes out of hitsphere or something fun
AreaFire
Posts: 41
Joined: 27 Aug 2009, 18:08

Re: Janus = Submarine

Post by AreaFire »

Blue_Falcon wrote:But what's your point? Do you see it as a bug?
Yes
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aegis
Posts: 2456
Joined: 11 Jul 2007, 17:47

Re: Janus = Submarine

Post by aegis »

I think it's a unit bug.
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JohannesH
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Joined: 07 Apr 2009, 12:43

Re: Janus = Submarine

Post by JohannesH »

love the hlt spam
Saktoth
Zero-K Developer
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Joined: 28 Nov 2006, 13:22

Re: Janus = Submarine

Post by Saktoth »

Lots of units do this.

Force fire as a workaround.

You can hide an LLT behind terrain too, such as certain craters on comet, and the llt cannot be hit by non-arcing weapons. This is because the centre of the hitsphere (aimed at point) is lower than the fire point.
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Wombat
Posts: 3379
Joined: 15 Dec 2008, 15:53

Re: Janus = Submarine

Post by Wombat »

yes its bug ! samsons, slashers, stumps, raiders and shitloads of other units got same bug ! OMFGZOR !
polarstar_111
Posts: 30
Joined: 15 Mar 2008, 05:19

Re: Janus = Submarine

Post by polarstar_111 »

Now, the question is bug or feature?

I say feature. Serves you right for building stuff next to shallow water. :mrgreen:

Also, can they be seen on radar?
YokoZar
Posts: 883
Joined: 15 Jul 2007, 22:02

Re: Janus = Submarine

Post by YokoZar »

Damnit.

I found this exploit and reported it to TheFatController and Tobi privately about a month ago but I guess it's public now.

The fix in the engine code needed is not easy. Basically units need to be smart enough to dynamically target any part of the hitsphere when the center is obscured. This requires new code, and it may be computationally expensive if done wrong.


Please don't exploit it with scripts or anything until the engine can be fixed. Otherwise we'll be stuck playing all land maps for the next 4 months.
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Neddie
Community Lead
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Joined: 10 Apr 2006, 05:05

Re: Janus = Submarine

Post by Neddie »

We've been doing this manually in 1v1 since I played 1v1...
Saktoth
Zero-K Developer
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Joined: 28 Nov 2006, 13:22

Re: Janus = Submarine

Post by Saktoth »

In CA, we are raising the centre of the hitspheres on static defenses to also be the centre of the firing point. We then use a custom collision volume instead of the hitsphere itself- this means the llts hit volume behaves normally but the aim from point still uses the old position of the hitsphere. You need s3o models to do this, AFAIK. In CA its a particular problem due to terraform- stick them in a little hole and they can shoot but not shot at.

This changes the relationship with solars, dts, etc as well, of course. There are a few other side effects, such as issues with AoE and D-guns passing under the LLT.

But this 'bug' has been around for ages. There was lots of raving about it when Tropical first came out. So i wouldnt say its so huge it requires an instant change to s3o models and custom hit volumes and what have you to fix.
Regret
Posts: 2086
Joined: 18 Aug 2007, 19:04

Re: Janus = Submarine

Post by Regret »

YokoZar wrote:Damnit.

I found this exploit and reported it to TheFatController and Tobi privately about a month ago but I guess it's public now.

The fix in the engine code needed is not easy. Basically units need to be smart enough to dynamically target any part of the hitsphere when the center is obscured. This requires new code, and it may be computationally expensive if done wrong.


Please don't exploit it with scripts or anything until the engine can be fixed. Otherwise we'll be stuck playing all land maps for the next 4 months.
What the hell are you talking about? This particular bug applies only to a tiny amount of maps, it's in no way severe or gamebreaking even in said maps.

But carry on overreacting.
YokoZar
Posts: 883
Joined: 15 Jul 2007, 22:02

Re: Janus = Submarine

Post by YokoZar »

Regret wrote:
YokoZar wrote:Damnit.

I found this exploit and reported it to TheFatController and Tobi privately about a month ago but I guess it's public now.

The fix in the engine code needed is not easy. Basically units need to be smart enough to dynamically target any part of the hitsphere when the center is obscured. This requires new code, and it may be computationally expensive if done wrong.


Please don't exploit it with scripts or anything until the engine can be fixed. Otherwise we'll be stuck playing all land maps for the next 4 months.
What the hell are you talking about? This particular bug applies only to a tiny amount of maps, it's in no way severe or gamebreaking even in said maps.

But carry on overreacting.
It's pretty gamebreaking on tropical if you're smart about hold position. But if you don't consider an indestructible 200 metal turret that does more damage than an LLT gamebreaking carry on.
Llamadeus
Posts: 69
Joined: 18 Aug 2008, 09:06

Re: Janus = Submarine

Post by Llamadeus »

It's not indestructible; you can still shoot it with force-fire or build a depth charge launcher on maps where it's really an issue (eg Tropical).
BaNa
Posts: 1562
Joined: 09 Sep 2007, 21:05

Re: Janus = Submarine

Post by BaNa »

artyspam on tropical is useful cause of this. Flash too can do this at times on Tabula I think, but my memories are hazy. I see this more as a feature than a bug, its something that the skilled can use to maek ownage.

I dont see a script that uses this making water maps unplayable, imo this has been fairly common knowledge.
YokoZar
Posts: 883
Joined: 15 Jul 2007, 22:02

Re: Janus = Submarine

Post by YokoZar »

Doesn't force fire only work if you target next to the unit and AOE it (or if you have no vision on it for some reason)?
luckywaldo7
Posts: 1398
Joined: 17 Sep 2008, 04:36

Re: Janus = Submarine

Post by luckywaldo7 »

JohannesH wrote:love the hlt spam
ya rly

maek moar arty
Llamadeus
Posts: 69
Joined: 18 Aug 2008, 09:06

Re: Janus = Submarine

Post by Llamadeus »

YokoZar wrote:Doesn't force fire only work if you target next to the unit and AOE it (or if you have no vision on it for some reason)?
Since the unit is underwater you won't have vision by default though this obviously makes it harder to aim at it.
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Kixu
Posts: 44
Joined: 12 Mar 2008, 08:29

Re: Janus = Submarine

Post by Kixu »

This is cool feature I think. Easy to combat with depth charge or torp launcher if you think enemy will use it, otherwise fun bit of micro.
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