Page 58 of 59
Posted: 16 Feb 2006, 13:29
by NOiZE
Don't start a new thread until we get a new version.. other wise comments made in this thread could not make it to the new version
Posted: 16 Feb 2006, 14:06
by Denied
I really agree with zenka on the anni height, they are sooooo low.
By the way what does the on/off switch do on the fido?¿?
..okay maybe they arent that low but iv had bad experiences with having to remove dragons teeth from around them

Posted: 16 Feb 2006, 14:08
by .funkymp
Denied wrote:I really agree with zenka on the anni height, they are sooooo low.
By the way what does the on/off switch do on the fido?¿?
i agree with zenka as well, if they get bombarded around them. they can barely fire
Posted: 16 Feb 2006, 16:48
by FizWizz
It is a carry-over from UH, and is supposed to switch the Fido weapon between LoS and Ballistic trajectory. While that was useful back in OTA, the case may be different now.
Posted: 16 Feb 2006, 19:43
by Caydr
anyone know how to fix the anni height bug?

Is it fixed in XTA or UH or anything?
Posted: 16 Feb 2006, 20:04
by FizWizz
*wild stab in the dark*
possibly a script thing, maybe you should change the... *flinch* "aim point" or something like that?
I think that when you FPS an Orcone (or Karganeth, or one of those), your view jumps from one barrel to the other, and if I overheard correctly, these are the points from which the weapon is scripted to aim. I could be grossly wrong though, it would be better to ask a scripter.
Posted: 16 Feb 2006, 22:11
by Fanger
I took a quick look through the script, and it seems to aim from the flare on the barrel of the gun.. I wonder if spring takes the point of view from the position when it changes..
Posted: 16 Feb 2006, 23:52
by DoubleNeg
NOiZE wrote:Don't start a new thread until we get a new version.. other wise comments made in this thread could not make it to the new version
This was the 1.42 thread!
Posted: 17 Feb 2006, 01:09
by Archangel of Death
IIRC its the point defined in the queryweapon1 function that determines were it places you in fps mode.
By the way what does the on/off switch do on the fido?
Fizz is correct, it switched between a los weapon mode and ballistic mode (making Fido's multi-capable with the ability to handle fast moving units with a direct fire and much faster gauss cannon, and dt entrenched defences firing ballistic *hugs a fido*). The scripting is all probably still there, though not too useful with the ballistic modes Spring has.
oh, and its not quite exactly from UH anymore, theirs used a command fire to shoot a ballistic shot
Posted: 17 Feb 2006, 08:21
by sergey
1. Doomsday machine now takes 0.05 damage when closed (0.1)
2. Tactical nukes are now non-interceptable
thank you =) I AM HAPPY
Posted: 17 Feb 2006, 17:50
by Caydr
Figured out what is wrong with exploiter aiming speed - see, it's scripted so that its turret rotation speed varies depending on how much metal it's extracting, preventing it from being spammed all over the place (as it is MEANT to be a pretty powerful turret). As you've probably noticed, extractors spin less quickly in Spring, and this also applied to the speed at which the turret could turn.
Posted: 17 Feb 2006, 21:41
by BigSteve
I fired a tactical nuke at a player yesterday which was duely intercepted by his anti nuke, is the suppposed to happen?
Posted: 17 Feb 2006, 22:20
by mother
Edit: Just tested it.
Tactical (lvl 3 gantry built portable launcher) and Strategic (Silo based) nukes both get intercepted.
Posted: 18 Feb 2006, 03:14
by Caydr
No, it's not... I guess spring handles this differently from OTA. I'll try another tag.
Going to try and get this Annihilator height thing fixed, then there'll be another release.
Posted: 18 Feb 2006, 04:18
by Forboding Angel
awww, why were levelers speed reduced? Because of the damage reduction?
Posted: 18 Feb 2006, 04:40
by Isaactoo
Caydr wrote:
Code: Select all
1.43 --> 1.44
HLLT, Beamer, Packo, Nautilus, SAM removed
Why are the units being removed? I thought they filled a roll.
Posted: 18 Feb 2006, 04:46
by Chocapic
those units are nice to use early game, why should they deserve being removed ?
hllt's for instance are very good at stopping strong lvl1 attacks
Posted: 18 Feb 2006, 05:37
by Decimator
Why remove the HLLT and anti-swarm turrets? And the beamer deserved a buff, not to get removed...
Posted: 18 Feb 2006, 06:39
by DoubleNeg
I love HLLTs

RIP awsome little tower, hello more LLTs

Posted: 18 Feb 2006, 07:51
by Caydr
LLTs, as you see, are getting a small boost as well... I really couldn't justify leaving HLLT and Beamer in any longer. They served a bit of a purpose in OTA but now not so much. Even in OTA it was pretty debatable... The anti-fighter turrets, Packo and SAM, similarly were very useful in OTA since mass-fighters were so powerful. Since spring naturally nerfs fighters (and I'm not complaining here) by reducing their turning to something realistic, they're not so great anymore. Nautilus is an unnecessary UH gimmick and I doubt half the people here even know what it is.
Updated changelog: