TA:WD
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- Joined: 09 Apr 2005, 11:40
- GrOuNd_ZeRo
- Posts: 1370
- Joined: 30 Apr 2005, 01:10
firing ballistic projectiles looks more realistic.GrOuNd_ZeRo wrote:I finally feel up to doing it now, I'll try to pour out regular updates, fixing a problem and uploading it as soon as possible.
Do you rather have tanks that fire ballistic projectiles or missile like projectiles (that can more succesfully fire over walls).
I'd vote for ballistic projectiles, unless there's no other way to do it. Artillery rounds in particular look kind of odd - they arc up into the air but when they start to come back down, they suddenly veer off in a straight line.
If ballistic weapons have a hard time shooting over base walls, maybe you could enable the high/low trajectory switch for tanks. It might add a bit of strategy... base walls could keep out direct fire, but not the more inaccurate indirect fire.
Which reminds me, have you ever thought of adding mortar infantry?
If ballistic weapons have a hard time shooting over base walls, maybe you could enable the high/low trajectory switch for tanks. It might add a bit of strategy... base walls could keep out direct fire, but not the more inaccurate indirect fire.
Which reminds me, have you ever thought of adding mortar infantry?
I agree, ballistic projectiles work best.Chocapic wrote:firing ballistic projectiles looks more realistic.GrOuNd_ZeRo wrote:I finally feel up to doing it now, I'll try to pour out regular updates, fixing a problem and uploading it as soon as possible.
Do you rather have tanks that fire ballistic projectiles or missile like projectiles (that can more succesfully fire over walls).
And with the walls, personally Id like to see them achieve more importance strategicly. Mostly walls play no real big part in any of the mods. It would be nice to see them become important in TA WD as in they can keep out all tank fire altogether. That way artillary play the major role in getting past those walls. Sounds like a lot of fun to me, but thats just my opinion.
- GrOuNd_ZeRo
- Posts: 1370
- Joined: 30 Apr 2005, 01:10
I'll definitly remove the yellow tracer model from the models or make s3o models out of them with high brightness (like the tracers) if I convert all cannons to to ballistic.
I would also like to make infantry weapons ballistic again since they work a whole lot better if they are, same for other small arms like machineguns, tanks and planes are having a terrible time hitting infantry, and AT infantry are barely hitting tanks as well, might have to increase their AoE.
I would also like to make infantry weapons ballistic again since they work a whole lot better if they are, same for other small arms like machineguns, tanks and planes are having a terrible time hitting infantry, and AT infantry are barely hitting tanks as well, might have to increase their AoE.
actually you dont see very far with Humvee, and see only a few with BRDM.... Unlike tank they dont have TC sights, Built in Thermal Imager, etc etc....cCCP wrote:If you need help with balance hit me up on MSN. I am good with balancing shit.
Scout units (UAV's, Humvees, BDRM, Recon, Snipers) Need very long lines of sight, This would greatly increase their utility and make one build them more.
Aircraft are completely ineffective against ground targets, except for the mig29 strike aircraft. Which is more accurate and effective at bombing than the heavy bombers, and the advanced strike aircraft.
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Heavy bomber are VERY effective in original TA:WD, I just wait Spring team to bring the non-single-point bombing/drop weapon piecenum back!
Spring Weapon physics need some improvement, outside the possibilites of sea launched ground attack missile general weapon physics are much worse then in the good old OTA








I thought the attempt to do a ballistic projectile as a missile looked cool even if it did tend to veer off a bit :) definitely a big improvement from the yellow ball of light before in wdb4. It's pretty cool seeing these big long trails of smoke scrolling in on targets.
Maybe the same weapon could be used instead for a bigger mobile artillery rocket unit ie mobile scud launcher which follows a semi ballistic profile UNLIKE the (stupid) TA nuclear missile trajectory. ... there must be a reason ballistic missiles (ie ICBMs) are called ballistic missiles...
It'd be also cool to see the equivalent of a metal maker in WD for use on those metal starved maps, just call it a refinery or something, cheers!
Maybe the same weapon could be used instead for a bigger mobile artillery rocket unit ie mobile scud launcher which follows a semi ballistic profile UNLIKE the (stupid) TA nuclear missile trajectory. ... there must be a reason ballistic missiles (ie ICBMs) are called ballistic missiles...

It'd be also cool to see the equivalent of a metal maker in WD for use on those metal starved maps, just call it a refinery or something, cheers!
- GrOuNd_ZeRo
- Posts: 1370
- Joined: 30 Apr 2005, 01:10
And personally I think the flare looks cool as a tracer on tank rounds, I want that for ballistic rounds...I thought the attempt to do a ballistic projectile as a missile looked cool even if it did tend to veer off a bit :) definitely a big improvement from the yellow ball of light before in wdb4. It's pretty cool seeing these big long trails of smoke scrolling in on targets.
Iskander would probably be a better choice since SCUDs are no longer used by Russia and their allies, however, if Mospact had Iran included in it, there might be more possibilities for cruder weaponryMaybe the same weapon could be used instead for a bigger mobile artillery rocket unit ie mobile scud launcher which follows a semi ballistic profile UNLIKE the (stupid) TA nuclear missile trajectory. ... there must be a reason ballistic missiles (ie ICBMs) are called ballistic missiles...

Maestro was against the proposal of Metal Makers since he wanted to see low resource battles being fought without having metals makers that can produce metal unlimited as long there is enough power, however, since Spring (or the lobby) supports deminishing metal maker output, this would still be possible, maybe make them be called supply drops and every so often a large amount of resources is dropped, very much like generals, in that way there will still be some restrictions on how much resources a player has at a constant rateIt'd be also cool to see the equivalent of a metal maker in WD for use on those metal starved maps, just call it a refinery or something, cheers!

I would agree with Maestro. I think it is nice that in WD there is a limit to how much you can make without capturing more territory. MMs would ruin that. I suppose metal makers would be fine with the diminished returns option, but unfortunately that toggle is broken right now. You can't actually turn on diminished returns, and you can't actually turn off ghosted buildings (last I checked).
- GrOuNd_ZeRo
- Posts: 1370
- Joined: 30 Apr 2005, 01:10
- GrOuNd_ZeRo
- Posts: 1370
- Joined: 30 Apr 2005, 01:10
- GrOuNd_ZeRo
- Posts: 1370
- Joined: 30 Apr 2005, 01:10
Ehh, they are for infantry only, you might as well use BMP-3 to transport your troops over bodies of water (yes they can, but not sure if implemented).
I will also add LAV-25 or something like that for NATO so NATO can have more flexibility on water maps.
Maestro is in charge of Navy units, but he lost his drive for right now and is taking a break I think, I am still working on WD, right now I fixed all weapon related bugs, ballanced the helicopters better (they now are taken out easilly by any fighter aircraft) and I am working on a AI that works on NTAI XE2 but apparently it does not work very well with most mods yet.
I will also add LAV-25 or something like that for NATO so NATO can have more flexibility on water maps.
Maestro is in charge of Navy units, but he lost his drive for right now and is taking a break I think, I am still working on WD, right now I fixed all weapon related bugs, ballanced the helicopters better (they now are taken out easilly by any fighter aircraft) and I am working on a AI that works on NTAI XE2 but apparently it does not work very well with most mods yet.