Aeon Torpedo Bomber fix for shallow water

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Aeon Torpedo Bomber fix for shallow water

Postby LostDivinity » 07 Jan 2015, 08:05

I Tested a few changes that looked awesome to the ammo. Initally turn rate 130, heading arc range 60, tracking and without the upright. Gives a very realistic torpedo hover arc trajectories for first and nice underwater tight time for second bombs with the other changes that I also made- to include a nice rolling turn with banking to help it lower a bit to deploy it at the usual altitude of 4. Change both turns to 8, min sit air speed. Needs a ROF of 0.1. for the 11 second sortie.
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Re: Aeon Torpedo Bomber fix for shallow water

Postby IceDreamer » 07 Jan 2015, 16:44

Fixing the torps is more a balance issue than anything else, because the UEF/Cybran are actually bugged in their behavior, aiming directly for the boat like a normal bomber. That is one reason they are so effective. First the balance team need to decide if they want torps to hit the water then swim, or hit a boat on the nose, then coders can make that decision happen.

If it weren't for the balance team, I'd have fixed this long ago :)
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Re: Aeon Torpedo Bomber fix for shallow water

Postby Aulex » 07 Jan 2015, 16:50

IceDreamer wrote:UEF/Cybran are actually bugged in their behavior, aiming directly for the boat like a normal bomber


that's considered a bug?
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Re: Aeon Torpedo Bomber fix for shallow water

Postby LostDivinity » 07 Jan 2015, 17:15

I have to say that tracking torpedoes hitting the water near the boat with a messed up heading arch of 60 is better than hitting the sea bed like th Skimmer does on say White fire. The actual scenarios i tested, tracking/underwater/90, which is the best, is almost the same than fixing the heading arch to 90 degrees and adjust the turn rate lower, maybe to less than 90 if not tracking/underwater only.
An alternative scenario was having the first torpedo hovering in the air and the second dropped while the plane loses altitude so it goes underwater instead of hover and dive nearby the target like the first.
Same would go for the other factions.
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Re: Aeon Torpedo Bomber fix for shallow water

Postby IceDreamer » 08 Jan 2015, 12:35

Aulex wrote:
IceDreamer wrote:UEF/Cybran are actually bugged in their behavior, aiming directly for the boat like a normal bomber


that's considered a bug?


Yeah it's a bug which I *think* was caused by the community bugfix patch, way back in 3607. When the trajectory for bombs was changed, the UEF/Cybran are using the algorithm which makes bombs hit targets on the nose, yet they still fire torpedoes which, by the projectile code, should be hitting the water and homing in. I could be wrong in thinking it's unintended, but it's certainly not the best scenario I can see, and it's created this enormous imbalance.

Depending on what the balance team decide obviously, but were it up to me I'd create a variant of the bomb-drop algorithm which doesn't act like any of the current torpedo bombers, instead dropping the bomb on a path so it impacts the water at a variable distance about half-way between drop point and the target. Then I'd increase the turn-rate on the projectiles and do some other adjustments to prevent the whole bottoming out thing in shallow seas. Once all that's done, for faction diversity, the balance team has options for torpedo defence vulnerability, the impact point of the torpedo, torpedo velocity etc, as well as all the normal HP/DPS/cost stuff.
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