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AirRangeBonus behavior
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MasterHaosis
General


Joined: 01 Nov 2010
Location: Serbia

PostPosted: Wed Nov 28, 2012 10:17 pm    Post subject:  AirRangeBonus behavior Reply with quote  Mark this post and the followings unread

Hello guys. Just recently, this night, I was testing this tag on my stealth tank method to prove people that they do not need secondary weapon for anti air purposes, and succeed in that via this tag, however I discovered something which will I mention here, which is not stealth tank related thing, but in turn work with IFV all time aswell.

See this:
Primary weapon has range 6
AirRangeBonus=6 (must no be bigger than double value than primary weapon, so in this case must not be bigger than 6)
So unit will shoot 12 cells at air in total.
But watch this now, if unit is at 13 cells away from target or above, lets say 15 cells, it will run towards target logically, but once it reach its 12 cells to fire, it will start firing at aircraft from 12. cell, but it wont stop moving, it will keep running towards target until it rich 6 cellls (cells of primary weapon)!

But watch this now: If unit is at 12 cell away from target or less, lets say 10, it is in range of weapon's range and will shoot at aircraft from that range directly without moving towards target. So it will shoot all time from 10 cells!

Basically AirRangeBonus works if unit has target in its weapon's range (regular range plus AirRangeBonus), but if target is far from its weapon's range, unit will move towards target, starting fire at target once it rich weapon's range cell, but will keep moving towards target (and fire at it at same time), until rich Primary weapon's range, then it will stop moving but will still keep firing.

This is what IFV is doing often when attack enemy aircrafts.
This is not problem however if enemy aircraft is approaching your units because aircraft is approaching, once it rich in their weapon's range (both primary plus AirRangeBonus), units will fire at aircraft normally, they wont move towards them, but can be sometimes troublesome if you are attacking aircraft in enemy's base, so your units will move towards them with primary range which can be dangerous (as closer he is to enemy), especially is Siege choppers, Discs or other aircraft has same range as your unit's primary range.

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NimoStar
Commander


Joined: 07 Nov 2012
Location: Buenos Aires

PostPosted: Tue Jan 29, 2013 2:28 am    Post subject: Reply with quote  Mark this post and the followings unread

Interesting, thank you for this research. Maybe this behaviour can be exploited through extra tags in Ares?

Such as "MovesAllTheWayToShoot=boolean" #Tongue

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Astral
Disk Thrower


Joined: 07 Dec 2012
Location: nowhere

PostPosted: Tue Jan 29, 2013 1:46 pm    Post subject: Reply with quote  Mark this post and the followings unread

NimoStar, I agree with you. This tag will be very useful Very Happy

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4StarGeneral
General


Joined: 14 Sep 2006
Location: Limbo

PostPosted: Wed Jan 30, 2013 11:06 am    Post subject: Reply with quote  Mark this post and the followings unread

To be perfectly honest, this is just a bug that needs to be fixed, not something feature worthy.

It just makes micromanaging that much more fun #Tongue

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NimoStar
Commander


Joined: 07 Nov 2012
Location: Buenos Aires

PostPosted: Wed Jan 30, 2013 9:23 pm    Post subject: Reply with quote  Mark this post and the followings unread

Bah you lack creativity! If I want a non-omnicrusher tank to approach a target shooting a shotgun-type gun (with a weapon with relatively long range but damage according to distance) this would come in handy, same for soldiers perhaps. Proximity weapons.

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