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Is it FPSing or is Defense Range widget failing?

Posted: 30 Sep 2009, 04:23
by Pxtl
I'm getting pegged outside of the firing range defined by the defense range widget, particularly HLTs. Is the defense range widget a little pessimistic about weapon ranges? Or is it FPSing?

Re: Is it FPSing or is Defense Range widget failing?

Posted: 30 Sep 2009, 07:42
by BaNa
Pxtl wrote:I'm getting pegged outside of the firing range defined by the defense range widget, particularly HLTs. Is the defense range widget a little pessimistic about weapon ranges? Or is it FPSing?
me2 and for one i doubt the kind of person whos hlts did this would fps or indeed know how to fps.

Re: Is it FPSing or is Defense Range widget failing?

Posted: 30 Sep 2009, 08:11
by KingRaptor
Turrets aren't FPSable in CA (unless it was changed recently). Beamlasers can still overshoot by a bit though when firing though.

One theory I've heard is that the turret is returning fire at radar dots that wobble into range.

Re: Is it FPSing or is Defense Range widget failing?

Posted: 30 Sep 2009, 08:32
by knorke
You can ground-attack with some turrets (missletowers, the gatling antiswarm, etc) and because of spray/splash they can damage stuff outside range. Maybe this?

Re: Is it FPSing or is Defense Range widget failing?

Posted: 30 Sep 2009, 09:04
by Google_Frog
Core HLT and LLT use laserCannons which still have overshoot. If they shoot at a radar dot or in retaliation they will shoot past their range. BeamLasers which arm uses don't have overshoot.

Re: Is it FPSing or is Defense Range widget failing?

Posted: 30 Sep 2009, 16:48
by lurker
Also, the range things use the center of the unit. Look at where the shots come out. Not the center.

Re: Is it FPSing or is Defense Range widget failing?

Posted: 02 Oct 2009, 02:26
by Saktoth
It is almost certainly shooting at a radar dot that wobbles into range.
We need to fix overshoot on beamweapons/LaserCannons once and for all.

Re: Is it FPSing or is Defense Range widget failing?

Posted: 02 Oct 2009, 03:06
by bobthedinosaur
:

Re: Is it FPSing or is Defense Range widget failing?

Posted: 02 Oct 2009, 03:07
by Google_Frog
LaserCannons still have a lot of overshoot. BeamLasers have very little overshoot though, no more than 16 elmos.

Re: Is it FPSing or is Defense Range widget failing?

Posted: 02 Oct 2009, 10:49
by lurker
Actual overshoot? Not just the turret being off-center?

Re: Is it FPSing or is Defense Range widget failing?

Posted: 06 Oct 2009, 19:13
by AreaFire
Saktoth wrote:It is almost certainly shooting at a radar dot that wobbles into range.
This.

Watched for like 5 minutes one time as my HLT was firing at a kbot that was slightly out of range. His radar dot would come in range, my HLT would spend 10-15 shots firing at it (and missing) and the radar dot would wobble out of range.

Re: Is it FPSing or is Defense Range widget failing?

Posted: 06 Oct 2009, 19:28
by JohannesH
Make flash attack ground, and itll overshoot.

And if youre really good, find a way to meaningfully exploit this in a real game

Re: Is it FPSing or is Defense Range widget failing?

Posted: 06 Oct 2009, 19:42
by BaNa
JohannesH wrote:Make flash attack ground, and itll overshoot.

And if youre really good, find a way to meaningfully exploit this in a real game
easy

force fire near friendly units if you dont have a com handy to dgun

to clear things up, this is something ive done before...

Re: Is it FPSing or is Defense Range widget failing?

Posted: 06 Oct 2009, 19:58
by JohannesH
hmm not sure i understood right but whats the gain in that?

Re: Is it FPSing or is Defense Range widget failing?

Posted: 06 Oct 2009, 20:16
by BaNa
JohannesH wrote:hmm not sure i understood right but whats the gain in that?
comedy.

Re: Is it FPSing or is Defense Range widget failing?

Posted: 06 Oct 2009, 21:24
by JohannesH
if you want comedy, do it on an allied comm

Re: Is it FPSing or is Defense Range widget failing?

Posted: 07 Oct 2009, 00:59
by BaNa
JohannesH wrote:if you want comedy, do it on an allied comm
never said i didnt