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arm snipers vs core cans

Posted: 04 Jan 2012, 21:18
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

Re: arm snipers vs core cans

Posted: 05 Jan 2012, 01:47
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.

Re: arm snipers vs core cans

Posted: 05 Jan 2012, 10:04
by jamerlan
Thank you, Niobium!
I hope it will be fixed)) and we will see new BA version soon

Re: arm snipers vs core cans

Posted: 05 Jan 2012, 11:29
by REVENGE
Fix the goddamn turninplace bullcrap.

Re: arm snipers vs core cans

Posted: 05 Jan 2012, 13:37
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."

Re: arm snipers vs core cans

Posted: 05 Jan 2012, 13:42
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.

Re: arm snipers vs core cans

Posted: 06 Jan 2012, 10:16
by klapmongool
lol I remember the last time this issue was brought up; then someone sold this as a feature of cans :P

Re: arm snipers vs core cans

Posted: 06 Jan 2012, 13:39
by 1v0ry_k1ng
cans need more features 100%

Re: arm snipers vs core cans

Posted: 06 Jan 2012, 14:18
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.

Re: arm snipers vs core cans

Posted: 07 Jan 2012, 10:06
by REVENGE
turninplace will probably be completely broken once bouncy bug is fixed.
Working good features are mutually exclusive.
/springism

Re: arm snipers vs core cans

Posted: 07 Jan 2012, 16:40
by smoth
I don't have any units bouncing... what is this bouncing thing?

Re: arm snipers vs core cans

Posted: 08 Jan 2012, 08:56
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.