golly vs fatboy range

golly vs fatboy range

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keijj0
Posts: 57
Joined: 12 Jun 2010, 13:39

golly vs fatboy range

Post by keijj0 »

i was wondering why gollies can kill my fatboy so easily even fatties should outrange golly..
so gollys range should be 650 and fatboys 800
according to this they have the almost the same range :o
http://www.aijaa.com/v.php?i=009077437989.png

and the golly-aoe cursor has radius of 146 so that is kinda good indicator what their range difference should be
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Niobium
Posts: 456
Joined: 07 Dec 2008, 02:35

Re: golly vs fatboy range

Post by Niobium »

The Fatboy doesn't have sufficient shot velocity to attain its listed range. Instead it's range varies quite a bit based on the maps gravity.

Moon maps: 800 range
Tabula: 764 range
DSD: 700 range
Altored: 646 range

Problem is present with: Fatboy, Fido, Pillager, Luger, Crusader, Warlord, and Tremor

Maybe we will see some actual unit design and fixes in v7.21, but given it took 4 months to fix the game ruining start position bug, I don't have much hope for range fixes (amongst others).
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smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Re: golly vs fatboy range

Post by smoth »

perhaps you can use the myGravity tag to make the range not so variable? you can hard set this in your weapondef
keijj0
Posts: 57
Joined: 12 Jun 2010, 13:39

Re: golly vs fatboy range

Post by keijj0 »

ty, that was all i needed to know.
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ginekolog
Posts: 837
Joined: 27 Feb 2006, 13:49

Re: golly vs fatboy range

Post by ginekolog »

Niobium wrote:The Fatboy doesn't have sufficient shot velocity to attain its listed range. Instead it's range varies quite a bit based on the maps gravity.

Moon maps: 800 range
Tabula: 764 range
DSD: 700 range
Altored: 646 range

Problem is present with: Fatboy, Fido, Pillager, Luger, Crusader, Warlord, and Tremor

Maybe we will see some actual unit design and fixes in v7.21, but given it took 4 months to fix the game ruining start position bug, I don't have much hope for range fixes (amongst others).
Very interesting, didnt know about that. This needs to be fixed, range should not depend on gravity !!!
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Johannes
Posts: 1265
Joined: 17 Sep 2010, 15:49

Re: golly vs fatboy range

Post by Johannes »

Niobium wrote:The Fatboy doesn't have sufficient shot velocity to attain its listed range. Instead it's range varies quite a bit based on the maps gravity.

Moon maps: 800 range
Tabula: 764 range
DSD: 700 range
Altored: 646 range

Problem is present with: Fatboy, Fido, Pillager, Luger, Crusader, Warlord, and Tremor

Maybe we will see some actual unit design and fixes in v7.21, but given it took 4 months to fix the game ruining start position bug, I don't have much hope for range fixes (amongst others).
How'd you get those numbers? I didn't know the game was smart enough to calculate new ranges, and units with bad values on high grav would just bug out like fido does (and alot more units when shooting uphill in high enough gravity).

I'd say mygravity tags for all weapons wouldn't be out of place either, for impulse too, I don't think any mappers really depend on the custom values to make their map play right...
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Wombat
Posts: 3379
Joined: 15 Dec 2008, 15:53

Re: golly vs fatboy range

Post by Wombat »

hmm, i knew about that, easy to notice on duck, but didnt know numbers changes that much :' bit gay

maybe its the reason why t1 art and fidos dont outrange hlt if numbers say they clearly should

FATTEEEEEHHH
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smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Re: golly vs fatboy range

Post by smoth »

impulse is harder to control.
Google_Frog
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Joined: 12 Oct 2007, 09:24

Re: golly vs fatboy range

Post by Google_Frog »

I'd say mygravity tags for all weapons wouldn't be out of place either, for impulse too, I don't think any mappers really depend on the custom values to make their map play right...
To make impulse map independent units themselves would need a myGravity tag that works correctly. Currently we do not have this.
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