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golly vs fatboy range
Posted: 04 Feb 2011, 04:40
by keijj0
i was wondering why gollies can kill my fatboy so easily even fatties should outrange golly..
so gollys range should be 650 and fatboys 800
according to this they have the almost the same range
http://www.aijaa.com/v.php?i=009077437989.png
and the golly-aoe cursor has radius of 146 so that is kinda good indicator what their range difference should be
Re: golly vs fatboy range
Posted: 04 Feb 2011, 05:16
by Niobium
The Fatboy doesn't have sufficient shot velocity to attain its listed range. Instead it's range varies quite a bit based on the maps gravity.
Moon maps: 800 range
Tabula: 764 range
DSD: 700 range
Altored: 646 range
Problem is present with: Fatboy, Fido, Pillager, Luger, Crusader, Warlord, and Tremor
Maybe we will see some actual unit design and fixes in v7.21, but given it took 4 months to fix the game ruining start position bug, I don't have much hope for range fixes (amongst others).
Re: golly vs fatboy range
Posted: 04 Feb 2011, 05:55
by smoth
perhaps you can use the myGravity tag to make the range not so variable? you can hard set this in your weapondef
Re: golly vs fatboy range
Posted: 04 Feb 2011, 09:09
by keijj0
ty, that was all i needed to know.
Re: golly vs fatboy range
Posted: 04 Feb 2011, 09:24
by ginekolog
Niobium wrote:The Fatboy doesn't have sufficient shot velocity to attain its listed range. Instead it's range varies quite a bit based on the maps gravity.
Moon maps: 800 range
Tabula: 764 range
DSD: 700 range
Altored: 646 range
Problem is present with: Fatboy, Fido, Pillager, Luger, Crusader, Warlord, and Tremor
Maybe we will see some actual unit design and fixes in v7.21, but given it took 4 months to fix the game ruining start position bug, I don't have much hope for range fixes (amongst others).
Very interesting, didnt know about that. This needs to be fixed, range should not depend on gravity !!!
Re: golly vs fatboy range
Posted: 04 Feb 2011, 11:53
by Johannes
Niobium wrote:The Fatboy doesn't have sufficient shot velocity to attain its listed range. Instead it's range varies quite a bit based on the maps gravity.
Moon maps: 800 range
Tabula: 764 range
DSD: 700 range
Altored: 646 range
Problem is present with: Fatboy, Fido, Pillager, Luger, Crusader, Warlord, and Tremor
Maybe we will see some actual unit design and fixes in v7.21, but given it took 4 months to fix the game ruining start position bug, I don't have much hope for range fixes (amongst others).
How'd you get those numbers? I didn't know the game was smart enough to calculate new ranges, and units with bad values on high grav would just bug out like fido does (and alot more units when shooting uphill in high enough gravity).
I'd say mygravity tags for all weapons wouldn't be out of place either, for impulse too, I don't think any mappers really depend on the custom values to make their map play right...
Re: golly vs fatboy range
Posted: 05 Feb 2011, 03:54
by Wombat
hmm, i knew about that, easy to notice on duck, but didnt know numbers changes that much :' bit gay
maybe its the reason why t1 art and fidos dont outrange hlt if numbers say they clearly should
FATTEEEEEHHH
Re: golly vs fatboy range
Posted: 05 Feb 2011, 06:35
by smoth
impulse is harder to control.
Re: golly vs fatboy range
Posted: 09 Feb 2011, 10:07
by Google_Frog
I'd say mygravity tags for all weapons wouldn't be out of place either, for impulse too, I don't think any mappers really depend on the custom values to make their map play right...
To make impulse map independent units themselves would need a myGravity tag that works correctly. Currently we do not have this.