arm snipers vs core cans
Moderator: Content Developer
arm snipers vs core cans
I think that there is a bug: I played DSD and I got 10 snipers. They shoot a lot and can't hit cans. Cans were in line of view. Also I got 2 targeting facs (but it should not affect shooting because I can see cans. It was not a radar targeting).
My main conclusion: there is something wrong with can's hit radius. Snipers shoot and their bullets miss so much vs cans!! Snipers can hit crawling bombs, but can't hit cans.
P.S. Sorry for my english
My main conclusion: there is something wrong with can's hit radius. Snipers shoot and their bullets miss so much vs cans!! Snipers can hit crawling bombs, but can't hit cans.
P.S. Sorry for my english
Re: arm snipers vs core cans
It's an issue with the hitsphere on the can, I took a quick look and it also happens with commandos and so probably others too.
Looks like it's been fixed (for the cans at least) for the next version.
Looks like it's been fixed (for the cans at least) for the next version.
Re: arm snipers vs core cans
Thank you, Niobium!
I hope it will be fixed)) and we will see new BA version soon
I hope it will be fixed)) and we will see new BA version soon
Re: arm snipers vs core cans
Fix the goddamn turninplace bullcrap.
- Lord Juzza
- Posts: 60
- Joined: 20 Jan 2009, 11:50
Re: arm snipers vs core cans
It puzzles me why it turn in place was removed and then put back in again. It's like... "Here's a taste of development and better gameplay, WAIT! This is BA nvm."
Re: arm snipers vs core cans
It was removed because it made the bouncing bug very bad, especially in battlegrounds littered with wrecks. It will be returned when that issue has been fixed.
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- Posts: 843
- Joined: 13 Aug 2007, 13:19
Re: arm snipers vs core cans
lol I remember the last time this issue was brought up; then someone sold this as a feature of cans 

- 1v0ry_k1ng
- Posts: 4656
- Joined: 10 Mar 2006, 10:24
Re: arm snipers vs core cans
cans need more features 100%
Re: arm snipers vs core cans
Turninplace is not good but neither is having turninplacespeed=maxspeed, since then units will circle idiotically so much, awful especially with slowturning units whose location needs to be carefully managed, like janus for example.
I did some testing with various units of different speeds and turnrates, a good formula that seemed to work for everything I tested and therefore should work nicely with the rest of the units as well. Though it can be tweaked to suit the devs tastes, and tweaked for individual units and unittypes too, but I do believe it makes managing any unit nicer than the "turninplace=1" or "turninplacespeed=maxspeed" alternatives.
turninplacespeedlimit = maxspeed/0.45-(100/turnrate)
This was tested in the previous engine version. Of course this bounching needs to be dealt with first before there can be sensible modside adjustments to this stuff.
I did some testing with various units of different speeds and turnrates, a good formula that seemed to work for everything I tested and therefore should work nicely with the rest of the units as well. Though it can be tweaked to suit the devs tastes, and tweaked for individual units and unittypes too, but I do believe it makes managing any unit nicer than the "turninplace=1" or "turninplacespeed=maxspeed" alternatives.
turninplacespeedlimit = maxspeed/0.45-(100/turnrate)
This was tested in the previous engine version. Of course this bounching needs to be dealt with first before there can be sensible modside adjustments to this stuff.
Re: arm snipers vs core cans
turninplace will probably be completely broken once bouncy bug is fixed.
Working good features are mutually exclusive.
/springism
Working good features are mutually exclusive.
/springism
Re: arm snipers vs core cans
I don't have any units bouncing... what is this bouncing thing?
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- Moderator
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- Joined: 12 Oct 2007, 09:24
Re: arm snipers vs core cans
http://springrts.com/phpbb/viewtopic.ph ... 1&start=71
Units are repelled violently from wreckages and buildings. I have seen units propelled about 150 elmos.
Units are repelled violently from wreckages and buildings. I have seen units propelled about 150 elmos.