Found this weird interaction by accident while working on wiki stuff...
The Raccoon works normally against Kirov Airships, but if the Kirov Airship is directly underneath the Raccoon and it is ordered to force attack the ground close to the Raccoon then ordered to attack the Raccoon itself in quick succession, the Kirov Airship will somehow drop a bomb and destroy the Raccoon.
Video proof found here:
I think I got it. This is caused by the rotation of Raccoon's turret.
The turret won't fire when it rotates. This is not a big issue in normal cases since it doesn't need to turn that much. However when targeting a Kirov directly above Raccoon, any small movement will make the turret rotate quite a lot (180 degrees in the worst case). If the window is big enough for the DisableWeapons effect (8 frames) to wear off, the Kirov will fire.
To reproduce, simply order the Kirov to attack the Raccoon, when it's hovering above, let it force attack tiles next to the Raccoon. It'll almost always trigger in 3 tries.
This is gonna cause some minor problems in PvP. Increasing Raccoon's turret rotation speed or RaccoonTankWH's effect durations will fix it, but either will result in a slight buff to the Raccoon unit.
- BotRot likes this



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