Forged Alliance Forever Forged Alliance Forever Forums 2015-09-25T12:31:23+02:00 /feed.php?f=67&t=10150 2015-09-25T12:31:23+02:00 2015-09-25T12:31:23+02:00 /viewtopic.php?t=10150&p=111026#p111026 <![CDATA[Re: T3 Artillery Turret Symmetry]]> those things should be known and told from the start iin a nice how to manual

Statistics: Posted by rxnnxs — 25 Sep 2015, 12:31


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2015-09-25T10:25:12+02:00 2015-09-25T10:25:12+02:00 /viewtopic.php?t=10150&p=111022#p111022 <![CDATA[Re: T3 Artillery Turret Symmetry]]>
rxnnxs wrote:
KrogothFTW wrote:You mean I don't need 8 templates to combine walls and pd?

I do not understand your question...


I've deleted 6 of the templates since now I can rotate them; wall arcs at a fixed distance from point defense, to keep tanks from closing to firing range while still allowing PD to fire at them. I had a template for one at each cardinal and intermediate direction.

Statistics: Posted by KrogothFTW — 25 Sep 2015, 10:25


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2015-09-24T20:40:02+02:00 2015-09-24T20:40:02+02:00 /viewtopic.php?t=10150&p=110987#p110987 <![CDATA[Re: T3 Artillery Turret Symmetry]]>
https://github.com/FAForever/fa/pull/942

Statistics: Posted by Crotalus — 24 Sep 2015, 20:40


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2015-09-23T19:15:18+02:00 2015-09-23T19:15:18+02:00 /viewtopic.php?t=10150&p=110852#p110852 <![CDATA[Re: T3 Artillery Turret Symmetry]]>
KrogothFTW wrote:
You mean I don't need 8 templates to combine walls and pd?

I do not understand your question.
there are no 8 templates but 8 walls and a pd that are then one template, and rotating them would not change anything.
any other template you made up thats not symmetric can be rotated.
but you have to activate the build template in the options menu as a lot of other things that are deactivated from scratch.

ggg.gif

Statistics: Posted by rxnnxs — 23 Sep 2015, 19:15


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2015-09-21T10:20:01+02:00 2015-09-21T10:20:01+02:00 /viewtopic.php?t=10150&p=110694#p110694 <![CDATA[Re: T3 Artillery Turret Symmetry]]>
rxnnxs wrote:
it would be the best solution if buildings could be rotated with the middle mouse button just like build templates can be rotated. brought to us by a great mod (forgot the name, sorry) that is now implemented in FAF.

You mean I don't need 8 templates to combine walls and pd?

Statistics: Posted by KrogothFTW — 21 Sep 2015, 10:20


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2015-09-10T15:50:23+02:00 2015-09-10T15:50:23+02:00 /viewtopic.php?t=10150&p=109777#p109777 <![CDATA[Re: T3 Artillery Turret Symmetry]]>
Ceneraii wrote:
zeroAPM wrote:Could it be possible to make turrets retain their last direction instead of defaulting to their standard position?

Also, the UEF TMD could be inaccurate but spray a continuous stream of projectiles.


For retaining direction; while it would be a stop-gap fix for most cases I think a faster turn speed would eliminate the whole problem.

Inaccurate TMD isn't a good idea, TML's are hyper precise weapons with massive range and huge damage; it requires accurate, reliable defences or the RNG gods will have a field day.

*Clarification on RNG gods having a field day; even if the chances of something happening are abysmally low, repeated iterations of the event guarantee that it will happen, quite often in fact. Think about how often people win the lottery despite the insanely low chances of it happening.


What about "faction difference".

If you make all TMD insta turn like the Cyb one then...

Also, for the UEF TMD the inaccuracy (nothing too crazy obviously, no 45° angle) would be compensated by the outrageous volume of fire (meaning a missile could be hit even if not targeted)

Just a fun idea.

Statistics: Posted by zeroAPM — 10 Sep 2015, 15:50


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2015-09-10T00:35:32+02:00 2015-09-10T00:35:32+02:00 /viewtopic.php?t=10150&p=109740#p109740 <![CDATA[Re: T3 Artillery Turret Symmetry]]> is there a good reason for sera naval yards to be turned just opposite to all other factions' ones?
(As in the original factions have the ships built to the north, while sera has to the south---- or am I mixing it up?)

Statistics: Posted by da_monstr — 10 Sep 2015, 00:35


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2015-09-10T00:03:49+02:00 2015-09-10T00:03:49+02:00 /viewtopic.php?t=10150&p=109732#p109732 <![CDATA[Re: T3 Artillery Turret Symmetry]]> So going back to an idle position is no problem since they don't do that.

A good solution would be to make it possible to rotate certain buildings by 180° and some by 90°.
You may ask why 180° for some?
The answer to that is that for factories units will still try to use the same route to exit as if the building was not rotated.
Domino created a mod that randomised rotation but he couldn't fix that problem at the time,
but for turrets we could make it 90°.
Here are links to the op and the proof of concept video:
viewtopic.php?f=2&t=8486&p=80986&hilit=free+rotation#p80986
https://www.youtube.com/watch?v=XQwm1oDnGHM only a proof of concept all buildings have random rotation

Statistics: Posted by DeimosEvotec — 10 Sep 2015, 00:03


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2015-09-09T15:38:56+02:00 2015-09-09T15:38:56+02:00 /viewtopic.php?t=10150&p=109708#p109708 <![CDATA[Re: T3 Artillery Turret Symmetry]]>
zeroAPM wrote:
Could it be possible to make turrets retain their last direction instead of defaulting to their standard position?

Also, the UEF TMD could be inaccurate but spray a continuous stream of projectiles.


For retaining direction; while it would be a stop-gap fix for most cases I think a faster turn speed would eliminate the whole problem.

Inaccurate TMD isn't a good idea, TML's are hyper precise weapons with massive range and huge damage; it requires accurate, reliable defences or the RNG gods will have a field day.

*Clarification on RNG gods having a field day; even if the chances of something happening are abysmally low, repeated iterations of the event guarantee that it will happen, quite often in fact. Think about how often people win the lottery despite the insanely low chances of it happening.

Statistics: Posted by Ceneraii — 09 Sep 2015, 15:38


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2015-09-09T15:32:17+02:00 2015-09-09T15:32:17+02:00 /viewtopic.php?t=10150&p=109706#p109706 <![CDATA[Re: T3 Artillery Turret Symmetry]]>
Also, the UEF TMD could be inaccurate but spray a continuous stream of projectiles.

Statistics: Posted by zeroAPM — 09 Sep 2015, 15:32


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2015-09-09T13:53:58+02:00 2015-09-09T13:53:58+02:00 /viewtopic.php?t=10150&p=109698#p109698 <![CDATA[Re: T3 Artillery Turret Symmetry]]> Statistics: Posted by Ceneraii — 09 Sep 2015, 13:53


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2015-09-23T19:12:45+02:00 2015-09-09T12:37:19+02:00 /viewtopic.php?t=10150&p=109697#p109697 <![CDATA[Re: T3 Artillery Turret Symmetry]]> i mentioned that also the homing position is in favor for one and bad for the other opponent.
the TMD goes back to the "homing" position. It is always south (if i remember correct).
if someone fires from top to down, the TMD (UEF i.e.) has to turn 180° and at that time, the missile has moved further.
if vice versa, the missile is shot way faster.
in those cases, a fast movement before the first shot would not be the best solution.


it would be the best solution if buildings could be rotated with the middle mouse button just like build templates can be rotated. brought to us by a great mod (forgot the name, sorry) that is now implemented in FAF.
edit: its GAZ_UI and integrated

Statistics: Posted by rxnnxs — 09 Sep 2015, 12:37


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2015-07-07T01:32:16+02:00 2015-07-07T01:32:16+02:00 /viewtopic.php?t=10150&p=103411#p103411 <![CDATA[Re: T3 Artillery Turret Symmetry]]> Statistics: Posted by yeager — 07 Jul 2015, 01:32


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2015-07-04T11:54:07+02:00 2015-07-04T11:54:07+02:00 /viewtopic.php?t=10150&p=103058#p103058 <![CDATA[Re: T3 Artillery Turret Symmetry]]>
After construction, all turret-based structures have maximum turret rotation speed [ until they have fired once / for 2 seconds / something ]."

This will allow structures' turrets to near-instantly face towards an enemy, regardless of placement. I think it is much easier for the player and the programmers, and should solve this problem.

Statistics: Posted by Valki — 04 Jul 2015, 11:54


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2015-07-03T21:30:06+02:00 2015-07-03T21:30:06+02:00 /viewtopic.php?t=10150&p=103002#p103002 <![CDATA[Re: T3 Artillery Turret Symmetry]]>
IceDreamer wrote:
but whether or not this is a good idea for gameplay is very much debatable. It breaks adjacency for one thing.


Just highlighting this. It breaks adjacency. So, either rotatable buildings or adjacency, you choose. That's for the case adjecency cant be fixed, of course.

IF it can be fixed, 90° rotatable buildings would be clearly the best solution, not "face mid". The main reason beeing: on some maps, facing mid means facing a rock. best example: isis.

Statistics: Posted by pza — 03 Jul 2015, 21:30


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