Do we keep high and low trajectories ?
Moderator: Moderators
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- Imperial Winter Developer
- Posts: 3742
- Joined: 24 Aug 2004, 08:59
There is a difference between minor variations in interface (the example you offer is more to do with compatibility issues than skill issues), as opposed to direct decisions, which will impede in some areas, while increasing in other areas. (What if I want to use that button for something else? That means my enemy has a better chance of hitting my entrenched units than I have his, while I want the other option. It is unbalanced. Both players should have the same access to the same abilities. It introduces an unnecessary variable) Hooking high trajectories to a hotkey is an option here, but again, probably unnecessary if an automatic option is persued.
But like i said, nobody ever spoke about leaving the choice to the player to leave the button there or to remove it. When playing a game, everybody will have the same interface, or the game will not launch(i guess, just check the Anticheat topic and just look now, it is hard enough to launch a game with everyone having the same client !).
The discution is about things like 'do we leave the option for all units' 'do we create a new entry in FBI file for moders ?' and things like that.
The discution is about things like 'do we leave the option for all units' 'do we create a new entry in FBI file for moders ?' and things like that.
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- Imperial Winter Developer
- Posts: 3742
- Joined: 24 Aug 2004, 08:59
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- Posts: 578
- Joined: 19 Aug 2004, 17:38
I say keep it! I see no harm done. Not for me atleast. If you have pewees bombarding your base from the other side of a wall then it's your mistake of not setting up defences to counter that attack. The flight time of such a projectile is so long it's almost useless on many things. Plus the aim gets so off, it takes for ever to blow up your target.
But I love it!!!
But I love it!!!

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- Imperial Winter Developer
- Posts: 3742
- Joined: 24 Aug 2004, 08:59