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Hey let's kill ourselves by firing our ammunition straight ^

Posted: 16 Jun 2006, 18:34
by Eaglebird
Has anyone heard anything about this, know if it's fixed in the oh so anticipated newer version, or what?

It happens when, maybe a bug or glitch, an aircraft gets stuck above such and such a height, and your defenses try firing at it. For instance, a missile flying up tries to hit it but comes back down only to destroy a row of nano towers you just built.

They can't be hit with air-to-air stuff either, it seems.

Posted: 17 Jun 2006, 05:03
by The Tarosian King
Just happened to me last game, all my AA went berzerk and came back down on itself.

Posted: 17 Jun 2006, 06:01
by Eaglebird
The Tarosian King wrote:Just happened to me last game, all my AA went berzerk and came back down on itself.
Exactly.

So, {bump}

Posted: 17 Jun 2006, 22:41
by unpossible
yup, me too. my hammers went nuts over a hawk on a low orbit excursion

Posted: 17 Jun 2006, 23:53
by WarDave
Same, I have two replays I can donate if it will help show whats going on.

Posted: 18 Jun 2006, 01:58
by Dragon45
Aren't the appropriate BADTARGET categories supposed to eliminate this problem?

Posted: 18 Jun 2006, 02:13
by Eaglebird
Dragon45 wrote:Aren't the appropriate BADTARGET categories supposed to eliminate this problem?
Anti-Air's firing at air units stuck way high up and can't be hit will still generate this problem.

Posted: 18 Jun 2006, 02:18
by FizWizz
there are going to be a ton more missile 'misses' in the new version because guided weapons don't home in on the exact location of an enemy that you only see through radar, they go for the radar signature (like all other weapons did). With long range AA like the Mercury and Screamer in AA (which typically fire at targets you haven't acquired LoS on yet), you're going to have a ton more missiles that go thump into the ground because they buzzed by their target.

Posted: 18 Jun 2006, 03:10
by Eaglebird
FizWizz wrote:there are going to be a ton more missile 'misses' in the new version because guided weapons don't home in on the exact location of an enemy that you only see through radar, they go for the radar signature (like all other weapons did). With long range AA like the Mercury and Screamer in AA (which typically fire at targets you haven't acquired LoS on yet), you're going to have a ton more missiles that go thump into the ground because they buzzed by their target.
I don't mean that, I mean the stuff looking up at a unit that's somehow gotten jammed in the atmosphere, firing at it, and all it does is bring a rain of missiles.

Posted: 18 Jun 2006, 13:49
by kujeger
FizWizz wrote:there are going to be a ton more missile 'misses' in the new version because guided weapons don't home in on the exact location of an enemy that you only see through radar, they go for the radar signature (like all other weapons did). With long range AA like the Mercury and Screamer in AA (which typically fire at targets you haven't acquired LoS on yet), you're going to have a ton more missiles that go thump into the ground because they buzzed by their target.
I always thought this was an odd thing to change. Surely the missiles have some sort of lock system they can use when they get closer to their target.

Posted: 18 Jun 2006, 13:53
by Drone_Fragger
One of my hawks flew of screen and attracted all my enemies AA fire XD

Posted: 20 Jun 2006, 05:57
by Kujila
http://taspring.clan-sy.com/phpbb/viewt ... ht=antiair

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Same problem. Happens to me on speedmetal when I swarm airplanes. They start zipping all over doing aerial maneuvers, and then they just keep climbing in altitude. No fix at the moment as far as I know.