Targeting facility?
Posted: 10 Sep 2007, 20:19
What does it do? I have no clue.
Open Source Realtime Strategy Game Engine
https://springrts.com/phpbb/
Woah... through the same methods as radar blips?FLOZi wrote:Actually it also increases the accuracy of seismic detectors
Yes. Atleast it did the last time I looked at that piece of code.neddiedrow wrote:Woah... through the same methods as radar blips?FLOZi wrote:Actually it also increases the accuracy of seismic detectors
That's to detect cloaked or jammed units in a small areaKDR_11k wrote:AFAIK quite a few. In AA/BA they have the confusing name "intrusion countermeasure".
The whole point of AA was to make all units useful. That's why so many got cut, nerfed, whatever you want to call it. Too many mods out for OTA at the time were just units for the sake of units, with randomly priced units with random strnegthts and weaknesses.Tired wrote:The reason that you've never heard of them is that in AA/BA they cost too much and their range is such as to make them absolutely useless. Then again, well over half of BA's units aren't truly worth building and don't fit well within the scheme of the game ever when built.
Come play Tired Annihilation and see all kindsa weird units that've always been there and always been useless before. ~~
Problem was that Caydr wasn't so good at achieving that goal on the Spring engine... and then the BA guys picked one random version that Caydr did and said "we'll polish this one". So even though some units are underpowered or overpowered, or otherwise having an unexpected effect on the game-play, they kept them as-is in BA because they think that it's "balance".Drone_Fragger wrote:The whole point of AA was to make all units useful. That's why so many got cut, nerfed, whatever you want to call it. Too many mods out for OTA at the time were just units for the sake of units, with randomly priced units with random strnegthts and weaknesses.Tired wrote:The reason that you've never heard of them is that in AA/BA they cost too much and their range is such as to make them absolutely useless. Then again, well over half of BA's units aren't truly worth building and don't fit well within the scheme of the game ever when built.
Come play Tired Annihilation and see all kindsa weird units that've always been there and always been useless before. ~~
some things he did were good, others were a bit silly. But mainly, on the whole, in general, most of the time the changes were good but had too many people screaming "ZOMG OMG NERF YOU CAN'T DO THIS I AM OUTRAGED" (like that time I suggested perhaps Arm T3 artillery shouldn't be accurate aginst fast moving targets while it's moving. Gosh did that get me flamed)Mr.Frumious wrote:Problem was that Caydr wasn't so good at achieving that goal on the Spring engine... and then the BA guys picked one random version that Caydr did and said "we'll polish this one". So even though some units are underpowered or overpowered, or otherwise having an unexpected effect on the game-play, they kept them as-is in BA because they think that it's "balance".Drone_Fragger wrote:The whole point of AA was to make all units useful. That's why so many got cut, nerfed, whatever you want to call it. Too many mods out for OTA at the time were just units for the sake of units, with randomly priced units with random strnegthts and weaknesses.Tired wrote:The reason that you've never heard of them is that in AA/BA they cost too much and their range is such as to make them absolutely useless. Then again, well over half of BA's units aren't truly worth building and don't fit well within the scheme of the game ever when built.
Come play Tired Annihilation and see all kindsa weird units that've always been there and always been useless before. ~~
For example, the across-the-board boost to vehicles' speed and armour, suddenly transforming AA from porcer's paradise into rush-madness.
yaKDR_11k wrote:They don't (or at least shouldn't) affect weapon accuracy, only radar accuracy.