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Replying to 1.3 main wishlist


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a.fake.name

Posted 12 January 2014 - 09:21 AM

Never had that issue myself. If it does occur, it's likely there's not much we can do about it because it's probably due to the particular way the game engine deals with that type of flying craft.

Only noticed it once I re-installed Chih's sub-mod, due to the massed infantry most planets get in it.

How is the hit-box that collisions are tied to set up for speeders ?
If the hitbox could be set to MUCH smaller than the craft (which is supposed to be airborne in the LAATs case) it'd slide thru crowds a little easier.

Also, I think part of the issue is the game's pathfinding having always sucked too.


evilbobthebob

Posted 12 January 2014 - 01:14 AM

Never had that issue myself. If it does occur, it's likely there's not much we can do about it because it's probably due to the particular way the game engine deals with that type of flying craft.


a.fake.name

Posted 12 January 2014 - 12:50 AM

Could the LAAT be changed so it doesn't get stuck when trying to fly over a massed infantry formation ?


megabalta

Posted 05 January 2014 - 03:06 PM

Thank you my good sir, thats all I wanted to hear.


evilbobthebob

Posted 05 January 2014 - 02:55 PM

You will be glad to know that some of the work we've been doing has significantly improved starfighter combat. Furthermore, we've done some research into the Guard function so it may get improved.


megabalta

Posted 05 January 2014 - 02:45 PM

As an old Xwinvstiefighter fan I'd wish that a balanced version of this submod

http://forums.revora...fighter-combat/

would be implemented in main PR. I'd love to watch starfighters fight, and not just buzz around. Yeah it's mainly cosmetic.

 

You know what's not cosmetic? Guard command is useless, or maybe I'm using it the wrong way.

I'd wish to guard order my fighters on a ship, and see them following the ship and guarding it. Furthermore I'd wish to see my fighters defaultly following the ship they just exited, and not just stay where they were spawned. This could prevent me to use my fighters like a single unit locust swarm against single enemy squadrons, or just leave them around not using them. 


Kitkun

Posted 31 December 2013 - 01:47 AM

It's more that rigging and setting up 2000 hardpoints is beyond the limit's of anyone's patience.


a.fake.name

Posted 28 December 2013 - 03:31 AM

Prehaps have it do the area of effect when no target is selected ?


johnchm.10

Posted 27 December 2013 - 05:43 PM

Executor, imo, is more of a Siege Weapon, intended for use on something like a planet, than a Warship. her physical appearance, a massive dagger flying through space would be more effective at causing fear when showing up in orbit of a planet, especially when you take into account the presence of civilians. she can mount a large number of weapons, but most of those are likely clustered on the dorsal side of the ship. regardless of how powerful her shields are, this would mean that the ship would have to expose its command tower to enemy fire if you wanted to bring all guns to bear on a target. fine for a planet, but i doubt that doing so in a fleet action would be a good idea. hell, there is even a blind spot on the ship that i just realized.

when a target is directly in front of the middle of the ship, only the guns in the trenches and leading edge of the craft can actually go for that target. and even then, the closer you get to the ship, the number of guns able to fire on said target actually decreases, as there is an increased chance of turrets hitting other turrets or the ship, as well as not being able to depress enough.

 

i think if you "lower the altitude" the Executor cruises at, it might fix the fire-arcs problem.

additionally, i think if, instead of only being able to target a single ship, the Executor's attack order would be an area attack, with all enemy targets in a set area be targeted, similar to the missile bombardment ability of the Broadside and Marauder Missile Cruisers from the Vanilla EAW, that would make for a more useful ship, with the concentration of all batteries being a special attack.


a.fake.name

Posted 27 December 2013 - 06:40 AM

Just a suggestion, but the SSD needs an overhaul.

I finally got around to deploying one in the GC map I've been playing, and the firing arcs are atrocious, making it of mixed effectiveness.

One ship right in front may not get attacked, but another ship beside and quite a bit farther away will get an all guns broadside.

In the case of the SSD it may be necessary to give it's guns longer ranges so that it doesn't look quite so silly.


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