Complete annihilations terrain raising is great... - Page 2

Complete annihilations terrain raising is great...

Various things about Spring that do not fit in any of the other forums listed below, including forum rules.

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kiki
Posts: 859
Joined: 05 Nov 2007, 03:06

Re: Complete annihilations terrain raising is great...

Post by kiki »

no more mounds? :(

Oh well, they were not that useful anyway, sguares are much more useful
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REVENGE
Posts: 2382
Joined: 24 Aug 2006, 06:13

Re: Complete annihilations terrain raising is great...

Post by REVENGE »

lol This makes boat pushing so much easier. :lol:

Btw, from testing it seems like a lot of units can't benefit from any range bonuses since their line of fire is blocked somehow in the process. But the weird thing is that vlaunching units like the Guardian can't fire when they're raised either. Is this some coincidence or is it intentional behavior to prevent cheating?
Saktoth
Zero-K Developer
Posts: 2665
Joined: 28 Nov 2006, 13:22

Re: Complete annihilations terrain raising is great...

Post by Saktoth »

In 0.75, ranges were changed to be spherical (rather than a capped cone). This means you dont acutally get a height bonus anymore. At least, once you get past a certain height you stop getting a bonus.

So, if you put something on top of a super high hill, no, it wont fire. Just dig a hole 3-5 blocks down and stick your guardian down there. That works good.
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Machiosabre
Posts: 1474
Joined: 25 Dec 2005, 22:56

Re: Complete annihilations terrain raising is great...

Post by Machiosabre »

is that going to get fixed anytime btw?
manored
Posts: 3179
Joined: 15 Nov 2006, 00:37

Re: Complete annihilations terrain raising is great...

Post by manored »

Lets hope yes... It would be lame to suddently discover you cant hit someplace you planned to hit because of that...
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CarRepairer
Cursed Zero-K Developer
Posts: 3359
Joined: 07 Nov 2007, 21:48

Re: Complete annihilations terrain raising is great...

Post by CarRepairer »

manored wrote:Lets hope yes... It would be lame to suddently discover you cant hit someplace you planned to hit because of that...
Not to mention unrealistic. I would hope that ranges for artillery would be treated differently than a laser, radar or LOS where spherical does apply.
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quantum
Posts: 590
Joined: 19 Sep 2006, 22:48

Re: Complete annihilations terrain raising is great...

Post by quantum »

It's a bug in the current version of Spring. It's fixed in the SVN. In fact, range behaviour relative to altitude will be very customizeable.
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kiki
Posts: 859
Joined: 05 Nov 2007, 03:06

Re: Complete annihilations terrain raising is great...

Post by kiki »

coolness


What about specifying a target in 3d space, like in the air. For example, killing a massive air force with vulcan.
imbaczek
Posts: 3629
Joined: 22 Aug 2006, 16:19

Re: Complete annihilations terrain raising is great...

Post by imbaczek »

lbctech wrote:What about specifying a target in 3d space, like in the air. For example, killing a massive air force with vulcan.
Explictly disabled in the engine for this very reason.
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kiki
Posts: 859
Joined: 05 Nov 2007, 03:06

Re: Complete annihilations terrain raising is great...

Post by kiki »

For what reason? :?

Thats really too bad, if a way to aim in 3d could be managed some how, it would be really really useful imo.
imbaczek
Posts: 3629
Joined: 22 Aug 2006, 16:19

Re: Complete annihilations terrain raising is great...

Post by imbaczek »

too useful in fact - it would be too easy to make a Lua aimbot.
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FLOZi
MC: Legacy & Spring 1944 Developer
Posts: 6242
Joined: 29 Apr 2005, 01:14

Re: Complete annihilations terrain raising is great...

Post by FLOZi »

should be a mod option tbh
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Foxomaniac
Posts: 691
Joined: 18 Jan 2006, 16:59

Re: Complete annihilations terrain raising is great...

Post by Foxomaniac »

imbaczek wrote:
lbctech wrote:What about specifying a target in 3d space, like in the air. For example, killing a massive air force with vulcan.
Explictly disabled in the engine for this very reason.
air-shooting can also be massively exploited to make any non-insta-hit weapon / rocket / missile to be used as artillery.

infact, you can even order peewees to shoot up in the air and if you tweak it good enough, you can make a devastating peewee-pellet spaem that will raep the opponent's baes due to the sheer numbers of it and the wide-area that it blankets.

tl;dr version : a lot of units become exploitable. a range gain of 100% to 400%+ is possible, depending on where you decided to shoot the air (this decides angle), height of unit, range of unit, shot velocity.

ok, I lied.

Tl;dr in pics :

Image

Image

Image
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kiki
Posts: 859
Joined: 05 Nov 2007, 03:06

Re: Complete annihilations terrain raising is great...

Post by kiki »

wtf are those pics?

It is up to the modder to fix these issues if he enables such FEATURES imo
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Foxomaniac
Posts: 691
Joined: 18 Jan 2006, 16:59

Re: Complete annihilations terrain raising is great...

Post by Foxomaniac »

Fixing this... "feature" would require all weapons to be either :

1. Lazers.
2. Rocket/Missiles.
3. Have Really low velocity. (speed in other words :P).

Those shots are projectile spaem, being used as artillery due to air-shooting.

First two are Peewee-projectile-rain.

10 peewees + shoot air = That.

It's main use is to raep your opponent's CPU and FPS - you'll win unless he has a better CPU :>.

The 2nd one is various other projectiles.
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kiki
Posts: 859
Joined: 05 Nov 2007, 03:06

Re: Complete annihilations terrain raising is great...

Post by kiki »

its called lua and cob. If you really want prevent this, you have to get dirty. Otherwise, it is pure awesome. Peewee rain = peepee?
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lurker
Posts: 3842
Joined: 08 Jan 2007, 06:13

Re: Complete annihilations terrain raising is great...

Post by lurker »

Foxomaniac wrote:Fixing this... "feature" would require all weapons to be either :

1. Lazers.
2. Rocket/Missiles.
3. Have Really low velocity. (speed in other words :P).
You mean the tags that cause explosion at the edge of range don't work on other weapons?
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Foxomaniac
Posts: 691
Joined: 18 Jan 2006, 16:59

Re: Complete annihilations terrain raising is great...

Post by Foxomaniac »

O shi-.

Lurker killed Fox with WisdomGun.

Actually, disregard that.

I remember that tag not quite working for all weapons?

Correct meh If I'm wrong.
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Pressure Line
Posts: 2283
Joined: 21 May 2007, 02:09

Re: Complete annihilations terrain raising is great...

Post by Pressure Line »

afaik unless it has been fixed, burnblow only works on plasma weapons.
Saktoth
Zero-K Developer
Posts: 2665
Joined: 28 Nov 2006, 13:22

Re: Complete annihilations terrain raising is great...

Post by Saktoth »

This bug has been fixed, plasma projectiles explode once they exceed their range by about 25%.
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