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Burst Weapons

Posted: 24 Sep 2005, 02:46
by FLOZi
Function incorrectly.

Whilst doing a litle testing I discovered that burst weapons begin the reload counter when the first shot is fired, rather than after the last round of the burst is fired. This can lead to a weapon reloading before a burst is complete. ((generally) bad!)Pretty sure it was the case in TA that a burst weapon began its reload time after the final round.

Posted: 24 Sep 2005, 09:07
by SJ
If we did that we would cut the firepower of a flash in half or so and I havent felt that flash is particullary overpowered at the moment.

Posted: 24 Sep 2005, 09:41
by Gnomre
..That's not the point, the point is you're calculating it wrong... You can adjust the flash's weapon to be effectively the same as it is now while having it measure the times correctly.

Posted: 24 Sep 2005, 09:53
by SJ
My point is that the flash seems to work similary to in TA so we cant be that far off from calculating it correctly.

Posted: 24 Sep 2005, 11:00
by PauloMorfeo
SJ wrote:If we did that we would cut the firepower of a flash in half or so ...
No if you'd remove/decrease the reloading time so it starts another burst imediatly after the previous one is finished.

As far as i understand from what FLOZi told, you currently have to do a workaround to the thing to make the reload time long enough so it only finishes reloading (starting another burst) when the previous burst is finished.
That should not be!?

Posted: 24 Sep 2005, 12:19
by FLOZi
Paulo is correct,

to get a weapon to fire as it should, you must increase the reload time by the burstrate*bursts fired. It wouldn't be so bad, but it is not how TA did it, and it is going to break lots of other units (this is an engine issue, not an XTA issue :P )

Posted: 13 Dec 2005, 19:05
by FLOZi
Seen as this is yet to be CORRECTED. ;)

I thought I'd bump it. I don't fancy reworking ALL burst weapons in AATA because Spring doesn't handle them right. :(