bamb wrote:Your analogy is a good one, but it doesn't apply to this case.
It isn't an
annology, it is a direct
explination. In that, it offers an answer to "why" a given observable phenomenon occurs.
bamb wrote:The LLT can shoot accurately to that place
bamb wrote:It's a slight problem that you can't do the shooting in any way from the top view but it can be done from the fps view. Even by forcing it to shoot blindly from external view.
So, which is it? The LLT... CAN, or CAN NOT fire upon the theoretical target in our thought experiment? You seem to imply both. Very well, I will address both.
1. The LLT can not hit a target X distance away.
This is simply untrue. We've already established that it IS
possible for the LLT to hit said target, otherwise this thread (which is referencing that very phenomenon) would not exist.
The projectile fired by the LLT (in this case, a laser blast) does not termanate before a distance of X. This means it does have the required range to actually
hit a target at a range of -X. Ranges do not change between FPS or Top Down views for any unit (I have tested this). Additionally, if this
was the case, TA Spring would be updating the other clients with real time information pertaining its current view setting. Given that this does not happen, games would become desynced far more frequently than they do now, which is also not happening.
We must then conclude that something else is responsible for this
"variable range discrepancy" phenomenon, other than that the range mysteriously changes between view settings attributed to some nebulous "bug."
2. The LLT can hit a target X distance away.
Having established now that the LLT can in fact a target at X distance -- in that, it is physically
possible, we should explore why it seems unable to do this on its own, un assisted.
My experiments have shown that, when attempting to fire beyond the radial range termanator (heretofore referred to as the "red circle") while using the various top-down views, the laser impacts the ground near the border.
However, when taking manual control of the LLT via FPS view, it is possible to hit targets beyond this range simply by elevating your aim on the magnitude of 10 - 20 degrees.
A real-life pilot in a fighter/bomber might attempt to engage an objective beyond the targeting range of his systems. This will mean he is unable to acquire a "lock" on that objective. However, it may still be possible to "dumb-fire" his missile, unguided, and still execute his objective.
This scenario is analogous to the original explination, e.g., the Commander taking personal and direct control of the LLT. The Commander forces it to "dumb fire" in an attempt to engage an objective, one that which the LLT's own targeting apparatus has has invalidated for what ever reason.
You attempt to invalidate this explination, citing the fact that the LLT will not fire on these "out of range" targets, even when other friendly units are calling them for the LLT. While this phenomenon is in fact true, in and of itself, it does not invalidate the outlined explination because it makes too many unfounded assumptions.
Friendly units may in fact be calling targets for the LLT, beyond its stand-alone standard range. However, we must keep in mind that it is
still[/i] the LLT which is making decisions over which targets are valid and which are not. Simply being made aware of the targets by other friendly units does not mean that the LLT will decide that they are out of range. In fact, we can observe this is exactly the decisions that the LLT is making, because it is not firing upon them.
When the LLT's own decision making apparatus is circumvented by a "higher will" (such as the Commander for an "In Character" explination, or if you will, the Player for an "Out of Character" explination), any former restrictions hard coded into the LLT become merely ceremonial, as well they should.
There is no "bug exploitation" involved. If the LLT could make better judgments than the player, why would there be any need to take direct control of it? The answer is simple. There would not be.
Taking direct control improves accurace and/or performance, but at a price; the player is not focusing on the war a a whole.
I will continue to use, or not use, FPS view as I see fit under this spirit of understanding.