arm snipers vs core cans

arm snipers vs core cans

Classic game design, maintained to please you...

Moderator: Content Developer

Post Reply
User avatar
jamerlan
Balanced Annihilation Developer
Posts: 683
Joined: 20 Oct 2009, 13:04

arm snipers vs core cans

Post by jamerlan »

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
User avatar
Niobium
Posts: 456
Joined: 07 Dec 2008, 02:35

Re: arm snipers vs core cans

Post by Niobium »

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.
User avatar
jamerlan
Balanced Annihilation Developer
Posts: 683
Joined: 20 Oct 2009, 13:04

Re: arm snipers vs core cans

Post by jamerlan »

Thank you, Niobium!
I hope it will be fixed)) and we will see new BA version soon
User avatar
REVENGE
Posts: 2382
Joined: 24 Aug 2006, 06:13

Re: arm snipers vs core cans

Post by REVENGE »

Fix the goddamn turninplace bullcrap.
User avatar
Lord Juzza
Posts: 60
Joined: 20 Jan 2009, 11:50

Re: arm snipers vs core cans

Post by Lord Juzza »

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."
User avatar
Beherith
Posts: 5145
Joined: 26 Oct 2007, 16:21

Re: arm snipers vs core cans

Post by Beherith »

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.
klapmongool
Posts: 843
Joined: 13 Aug 2007, 13:19

Re: arm snipers vs core cans

Post by klapmongool »

lol I remember the last time this issue was brought up; then someone sold this as a feature of cans :P
User avatar
1v0ry_k1ng
Posts: 4656
Joined: 10 Mar 2006, 10:24

Re: arm snipers vs core cans

Post by 1v0ry_k1ng »

cans need more features 100%
User avatar
Johannes
Posts: 1265
Joined: 17 Sep 2010, 15:49

Re: arm snipers vs core cans

Post by Johannes »

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.
User avatar
REVENGE
Posts: 2382
Joined: 24 Aug 2006, 06:13

Re: arm snipers vs core cans

Post by REVENGE »

turninplace will probably be completely broken once bouncy bug is fixed.
Working good features are mutually exclusive.
/springism
User avatar
smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Re: arm snipers vs core cans

Post by smoth »

I don't have any units bouncing... what is this bouncing thing?
Google_Frog
Moderator
Posts: 2464
Joined: 12 Oct 2007, 09:24

Re: arm snipers vs core cans

Post by Google_Frog »

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.
Post Reply

Return to “Balanced Annihilation”