-
Notifications
You must be signed in to change notification settings - Fork 303
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Torpedo Bombers have +750 extra range #3860
Comments
I think I have an idea for a solution.
I didn't see any promising gadget options so far. |
Another possible solution: Specifically for guided projectile, if it ever goes outside the range of the unit that fired it, either destroy the projectile or ideally make it lose its guided characteristics. Option 1 would mean you have to follow the torpedos all the way to their target. If you peel away, the projectiles explode as soon as they're out of max range of the torpedo bomber. Option 2 would mean preserving the advanced technique somewhat of the set target asymmetry. |
Description
The range of the torpedo as defined in its unitdef seems not to start until the "bomb" phase of the torpedo hits the water. Then it continues from that collision point until it reaches its intended target.
Here is a quote from Rippsy https://discord.com/channels/549281623154229250/1295107209583263785/1297286384461025333
"It takes 50 frames @ 30fps - so 1.66r seconds for a bomb to land in the water after being loosed or there abouts, they hit the water slightly behind the plane, so deduct some for that.
So say about 1.25 x unit.Speed travelled due to ballistics.
The outer pink line is 1500, the inner pink line is 1400; Arm torp bomber drops about half way between the two, giving an effective range of around ~1450, by the time the 3rd torp is dropped its just around 1300range and then you can begin its turn if 100% micro'ed it will just fall inside 1150 and get shot at by an Eradad or Chainsaw if naval ones existed
Tweakunits of the modified Erad / Chain with ranges as reference points:
ew0KCWFybWNpciA9IHsNCgkJd2VhcG9uZGVmcyA9IHsNCgkJCWFybV9jaXIgPSB7DQoJCQkJcmFuZ2UgPSAxNTAwLA0KCQkJfSwNCgkJfSwNCgl9LA0KCWNvcmVyYWQgPSB7DQoJCXdlYXBvbmRlZnMgPSB7DQoJCQljb3JfZXJhZCA9IHsNCgkJCQlyYW5nZSA9IDE0MDAsDQoJCQl9LA0KCQl9LA0KCX0sDQp9
"Here is a demonstration of its abuse in game.
https://www.youtube.com/watch?v=RKwuwdWxSrs
Expected Behaviour
Zecrus approved on 10/19/24 calibrating the behavior until the effective torpedo range is slightly below all sea AA options. He also cautioned this abusable range is a compromise to make the unit consistent and prevent overshooting.
There are some suggested approaches here:
https://discord.com/channels/549281623154229250/549282166543089674/1297256712776192115
Actual Behaviour
See the above
Reproduction steps
Give attack orders to sea units with torpedo Bombers, as soon as they let loose their torpedos turn them away. They will outrange all sea AA options despite their 650 range.
Other
No response
The text was updated successfully, but these errors were encountered: