Author Topic: Ammunition Tweaks  (Read 6778 times)

Offline x4000

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Re: Ammunition Tweaks
« Reply #30 on: June 09, 2010, 04:06:25 pm »
I already said I was going to make the shot auto-speed-up differential faster.  But, otherwise use gravitational turrets, slowing down those sorts of ships is what that is for.  The other suggestions about making shots lead ships, etc, wouldn't resolve this issue in any fashion if the ship was moving away from the shot.
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Offline RCIX

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Re: Ammunition Tweaks
« Reply #31 on: June 09, 2010, 07:06:22 pm »
I wouldn't say it's a complete waste in RTSes; weapons in SC2 can lead targets, and it helps artillery (for instance) hit their targets more often. Even a bit of calculation to determine which direction a ship is moving and firing the shot a little extra in that direction could help... But yeah it's not necessary. :)
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Offline Draco18s

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Re: Ammunition Tweaks
« Reply #32 on: June 09, 2010, 08:29:08 pm »
I wouldn't say it's a complete waste in RTSes; weapons in SC2 can lead targets, and it helps artillery (for instance) hit their targets more often. Even a bit of calculation to determine which direction a ship is moving and firing the shot a little extra in that direction could help... But yeah it's not necessary. :)

That's only really important when shots miss (such as artillery shells).  When you're dealing with "all shots have homing" then it starts mattering less and less.

Offline x4000

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Re: Ammunition Tweaks
« Reply #33 on: June 09, 2010, 09:16:52 pm »
I wouldn't say it's a complete waste in RTSes; weapons in SC2 can lead targets, and it helps artillery (for instance) hit their targets more often. Even a bit of calculation to determine which direction a ship is moving and firing the shot a little extra in that direction could help... But yeah it's not necessary. :)

That's only really important when shots miss (such as artillery shells).  When you're dealing with "all shots have homing" then it starts mattering less and less.

Right.  I was excited about the realistic physics in the original SupCom, but in actual practice dealing with it at such a high level (so many units at once, etc) I personally didn't find a lot different in gameplay there.  If I was more into microing, I imagine that would have been very different.  But AI War isn't a game about micro, so all the shots have homing and that keeps it simple.  Way back in the day, the shots were just for visual effect and the damage was actually dealt when the shot was fired (ships were literally always hurt instantly).  There were various problems with that, though, so sometime between 1.0 and 2.0 that was changed, heh.
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Offline soMe_RandoM

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Re: Ammunition Tweaks
« Reply #34 on: July 08, 2010, 01:13:53 am »
I'd really like to see lasers being made instant hit
i wouldn’t thus it make laser gattling and other laser type weapons (ION) should also be insta, and that be bad as usually if you send ur units in with invis then they by the time the shot comes they wont be insta killed if that implemented then that be bad for cloaking units thus making it impossible to take anything with an ion still on it.

But the raid would be awsome u send in the raider then you run away yust to get laser close to one of the Drones that absorbs lasers thus saving the Raider from the laser spam of 150 :|
AI War - even the smallest units can make all the difference no matter how weak they are still quite capable of taking the hits. if it can Kill and receive damage then it worth its time other wise if it cant kill and cant take the damage for the higher surviving ships then it is worthless.