air units got delayed
Started by concerned citizen, Mar 27 2012 12:53 AM
5 replies to this topic
#1
Posted 27 March 2012 - 12:53 AM
it seem that the anti-air units including buildings ( flak gatling and patriot missiles ) do not react as it would when an enemy air unit comes within range specially on scud launcer like missiles and MIGs. Is this intended to be like this or not ?
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Please include that stealth units like ghost miners would forfeit the game if ghost miners are only left in Long mode ( non - shortgame ticked ) ;
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Please include that stealth units like ghost miners would forfeit the game if ghost miners are only left in Long mode ( non - shortgame ticked ) ;
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#2
Posted 27 March 2012 - 07:31 AM
React as they would? Could you explain a little?
Also, Ghost Miners have been removed, so that's no longer an issue.
Also, Ghost Miners have been removed, so that's no longer an issue.
IRC: #menthosogma (Rizon)
#3
Posted 28 March 2012 - 08:05 PM
You mean you don't enjoy sending in a group of stealth seals to take out the miners!? :O !
$su
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#4
Posted 16 May 2012 - 03:32 PM
Yes I do not like it specially if the map is too large .. its annoying and I do not like short gamesYou mean you don't enjoy sending in a group of stealth seals to take out the miners!? :O !
this is only my suggestion : how about if a player does not have base , then have all its stealth units revealed.
and if ghost miners will be retained in 3.0 just reveal them ..
React as they would refers on anti-air buildings like patriot missiles flak cannon and gattling, on past red alert 2React as they would? Could you explain a little?
Also, Ghost Miners have been removed, so that's no longer an issue.
when an enemy air unit comes within range specially harriers they ( patriot missiles , flak cannon and gattling guns ) do fire immidiately
but now even an enemy is within in range it would not immediately fire instead wait 2-5 seconds before firing.
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I hope that these concerns are to be fix
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Edited by concerned citizen, 16 May 2012 - 03:38 PM.
#5
Posted 24 May 2012 - 12:16 AM
@concerned citizen
I think that has to do with the coding of the air defence buildings, the enemy air units themselves and the way both (ie harrier vs patriot) react enviroment (high elevation/low elevation). It's rarely the gattling defenses or laser defenses (the air unit changing elevation level but damage and warhead speed counters it quickly), it's sometimes the flak defenses (the air unit changing elevation level again with speed of warhead countering it), but the patriot missile defenses just fail miserably against scud missles (speed of the warhead is the problem when dealing with scuds) with some misses with air units (the air unit changing elevation level again).
I think that has to do with the coding of the air defence buildings, the enemy air units themselves and the way both (ie harrier vs patriot) react enviroment (high elevation/low elevation). It's rarely the gattling defenses or laser defenses (the air unit changing elevation level but damage and warhead speed counters it quickly), it's sometimes the flak defenses (the air unit changing elevation level again with speed of warhead countering it), but the patriot missile defenses just fail miserably against scud missles (speed of the warhead is the problem when dealing with scuds) with some misses with air units (the air unit changing elevation level again).
#6
Posted 24 May 2012 - 09:18 PM
@concerned citizen
I know for sure that all anti-air cannons rotate less quickly in MO than in the originals (I'll need to confirm this with the flak cannon ingame). Also, these defenses will not start firing unless they are facing the target. If you see them rotating 180 degrees to fire, that's probably the reason of the delay.
Also I believe there is either a short delay or a slightly shorter range for units and buildings to auto-acquire targets. I confirmed this with ground base defenses, I haven't confirmed with the air defenses, but I think it would be the same. It is probably a short delay. The delay is slight but detectable. Well, you can call that response time if you want.
Malekron has a point, but personally I have only seen this when the target is moving away from the air defense. And it doesn't explain the gattling cannon which supposedly never miss. I don't know about the flak, but it doesn't seem to miss either (the image may give the impression, but the damage is still dealt). Maybe my units are just too slow to prove the point.
Well, intended or not, we can always factor it in when attacking or defending. It makes things more fun to zip rocketeers in and out of the range of the gattling cannon and see it turn around and around.
I know for sure that all anti-air cannons rotate less quickly in MO than in the originals (I'll need to confirm this with the flak cannon ingame). Also, these defenses will not start firing unless they are facing the target. If you see them rotating 180 degrees to fire, that's probably the reason of the delay.
Also I believe there is either a short delay or a slightly shorter range for units and buildings to auto-acquire targets. I confirmed this with ground base defenses, I haven't confirmed with the air defenses, but I think it would be the same. It is probably a short delay. The delay is slight but detectable. Well, you can call that response time if you want.
Malekron has a point, but personally I have only seen this when the target is moving away from the air defense. And it doesn't explain the gattling cannon which supposedly never miss. I don't know about the flak, but it doesn't seem to miss either (the image may give the impression, but the damage is still dealt). Maybe my units are just too slow to prove the point.
Well, intended or not, we can always factor it in when attacking or defending. It makes things more fun to zip rocketeers in and out of the range of the gattling cannon and see it turn around and around.
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