+good visual effect
+customizable speed and acceleration
+a bit homing ablity
+obeying subjecttocliff=yes
-like normal ROT missile, when unit or turret need to turn to face enemy, weapon will be fired before turning to right direction. However this projectile can correct its direction very quickly so is not big problem at all.
-can be blocked by terrain including cliffs and slops.
-homing ablity that we don't needed
-no warhead snap effect, so it may miss sometimes.
-weapon range should be below about 7, or it will turn to normal missile travelling pattern.
This projecile can be widely used to get better combat performance.
eg. machine gun ,AG,AA missile from aircraft QUICK_EDIT
Doesn't look that innovative to me
Acceleration, why 50 and not the maximum possible 100?
ROT=20, why not 1?
VeryHigh=yes, why should it try to fly on a high altitude? Wouldn't that cause even more unwanted ascending/descending projectiles?
Right now, Speed on the weapon will affect the behaviour a lot. Low Speed and you have a high arc, high Speed and it will fly lower/straight above ground.
Range will also play a role. Depending on distance, the projectile will sometimes have the time to raise into a high arc and on small ranges it will keep low above ground.
What about the other necessary projectile keys?
Ranged defaults to no, so in theory when the projectile misses a target it will turn around a full 360° circle and try to hit again. Surely bad for a straight flying projectile.
Proximity defaults to no, so your projectile will be unable to hit any moving target, since it tries to hit it exactly in the center, which is almost impossible for homing projectiles on moving targets. So together with Ranged=no, you have a very often missing and then circling around projectile.
So all in all it seems very unreliable to me.
On a different note:
Anyone tried CourseLockDuration with a very high value and Proximity=yes?
Would proximity cause a projectile to explode, even if it's still in the course locked state?
If that works, Ares ProjectileRange could make sure the projectile explodes when reaching a certain distance, in case it missed the target. _________________ SHP Artist of Twisted Insurrection: Nod buildings
Of course, you can try different value of ROT and Acceleration to custom this projectile.
But ROT should not be too low or too high or else it will turn into normal missile pattern.
The key parts are actually these three
TurboBoost=yes
High=yes
VeryHigh=yes
new.gif
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this new projectile overcomes that issue
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rot1.gif
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That's why ROT=1 sucks.
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Last edited by RehteA on Mon Nov 23, 2015 1:20 pm; edited 1 time in total QUICK_EDIT
Shoot on a fast moving target.
Shoot on a target at range 7, which is moving away from the tank.
Best imo would be ROT=1 together with Gattling logic to delay the shot by a small second. The delay would allow the turret to finish aiming at target, ROT=1 would make it fly reliable straight for any distance. _________________ SHP Artist of Twisted Insurrection: Nod buildings
YR doesn't have ProjectileRange, so I didn't list it.
For Proximity, I personally even hope the cannon can miss fast target instead of snap on.
I really like that in RA1, moving unit can greatly reduced damage from tank cannon fire, thus make the moving speed and projectile speed more valueable.
So I set it to no. QUICK_EDIT
RA1 was horrible because of that. Even a unit with Speed=1 could avoid all projectiles. TD had it perfect, but RA1 ruined it for some reason. In TD, rockets were slightly inaccurate, and if the attacker was moving, it would likely miss even more severely. _________________
In RA1, tanks moved too fast, but the AP warhead spread was still that small.
But IIRC there should be no unit which was fast enough to avoid all damage (maybe Ranger could?). They still took damage, just greatly reduced. QUICK_EDIT
TD had many much better logics.
-cannons which were accurate against vehicles, but inaccurate against infantry (and inaccurate along flight direction, sometimes flying short or too far, thus making prone infantry much more realistic when a cannon flew above and beyond the target)
-missiles which were homing yet inaccurate
-mammoth using missiles against infantry only when turning turret, but always cannons when facing the target directly
RA1 was complete crap with
-cannons hitting always 100% exact
-always 100% accurate missiles
-mammoths that use the super effective missiles always against infantry, thus making mammoth way OP _________________ SHP Artist of Twisted Insurrection: Nod buildings
TD indeed had many better details than RA. But it had no Q-move or other fire-on-move mechanism.
Well, let's stop talking about RA1.
Normal ROT missiles have different pattern on different range.
Normally, when fired at target within "range" 3, the missile will travel straightly without climbing up.
With these three:
TurboBoost=yes
High=yes
VeryHigh=yes
That "range" can be increased to about 7.
Don't know if that "range" can be extended even more. QUICK_EDIT
Do you really tested all of them, if they change the behaviour?
TurboBoost for example should be completely irrelevant, as it only doubles the speed when firing on flying units. So no effect at all against ground units.
High=yes only tells if the projectile can fly over walls. It should have no effect at all on flight behaviour. In RA2 with all the SubjectToXYZ keys, the engine might even ignore it entirely.
The only key here that could make sense and actually do something is VeryHigh=yes.
It tells the projectile to fly on a higher altitude than normal and the short Range of 7 and lower could be too short for the projectile to reach the higher altitude. Thus it stays low.
So right now (without testing and just key knowledge) i would say the only innovative part of this topic is the different flight behaviour caused by VeryHigh=yes. _________________ SHP Artist of Twisted Insurrection: Nod buildings
I think High and VeryHigh may have a slight effect on the projectile's arcing calculations, but since arc is mostly affected by distance I doubt this matters...
Also this "straight shot" hack makes non-turreted tanks entirely useless without a fairly high ROT negating the straightness, since they'll only be able to aim correctly about 7% of the time.
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