Bomber double/triple drop

Bomber double/triple drop

Postby FunkOff » 09 Jan 2014, 01:18

Seriously, I fixed this.

My code was simple: I modified the projectiles dropped by T1 bombers to have special movement behavior. Basically, when dropped, they'd look at the bomber's bp file to see what the bomber's max speed was. Then they measured their own speed. If their own speed was less than half the bomber's max speed, they destroyed themselves (the bomber remains fine) and do not hit the target.

Why did you remove that fix, zep?
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Re: Bomber double/triple drop

Postby Gorton » 09 Jan 2014, 03:08

Because it's part of the game. Realistically we can't distinguish between microing a bomber and microing a tank. End of.
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Re: Bomber double/triple drop

Postby errorblankfield » 09 Jan 2014, 03:54

Appeal to tradition much?
It's a dumb mechanic -no questioning that.

The question is does it improve/hurt gameplay?

I vote no and wished it removed, but it's not high my list of things to fix/tweak.
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Re: Bomber double/triple drop

Postby Gorton » 09 Jan 2014, 04:02

errorblankfield wrote:Appeal to tradition much?
It's a dumb mechanic -no questioning that.

The question is does it improve/hurt gameplay?

I vote no and wished it removed, but it's not high my list of things to fix/tweak.


Tell me how it differs from other micro?

(I give you hint, it doesn't)
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Re: Bomber double/triple drop

Postby ZLO_RD » 09 Jan 2014, 04:20

in cases of bomber 1rst build : split pgens, everything else stay same (land scout, dodge, rush t1 aa) however i get very frustrated from that as well, esp if i go second air, and want get adjustency that i love so much

also if youre going for hydro finish it before making anything else...

i also hate this bomber micro, cause i can't do that myself, my bomber just turn and i use cybran bomber that is not stop wery well and can't move backward as aeon/sera (not even sure if there is a difference between bobmers, but sera one is best for micro)

also it is just few people make such micro... and actually it is ONLY speed2 who abuses that in most of his games
and i hate BC_Napalms aeon bombers dropping bombs directly bottom so you have no chance to dodge

also, i asked speed2 if he uses "move" hot key, he said he is not, so if you build something under his bomber he may fail micro.
I am not joking, that were happening before, some one counter Sheppard's bobmer micro by making wall under bomber so he can't siply make move order to hover there (so he started use move hotkey for move orders, lol)
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Re: Bomber double/triple drop

Postby Reaper Zwei » 09 Jan 2014, 04:24

I agree with Gorton. Why is it bad that you can micro a bomber but not a tank or a lab?

errorblankfield wrote:It's a dumb mechanic -no questioning that.

Ok just because you think so doesn't mean a majority thinks so.

The question is does it improve/hurt gameplay?

It improves gameplay. Without it I doubt first bomber would be even worth it.
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Re: Bomber double/triple drop

Postby Mycen » 09 Jan 2014, 04:29

Reaper Zwei wrote:I agree with Gorton. Why is it bad that you can micro a bomber but not a tank or a lab?


Because making a tank or bot dodge around to avoid shots is intuitive and makes sense. You can try to argue that having a bomber hover in place and drop bombs continuously is intuitive and makes sense, but you aren't fooling anybody.

Reaper Zwei wrote:
errorblankfield wrote:It's a dumb mechanic -no questioning that.

Ok just because you think so doesn't mean a majority thinks so.


Same to you. Do a poll then. Because I highly doubt a majority of players would vote that it is a not a dumb mechanic.

Reaper Zwei wrote:It improves gameplay. Without it I doubt first bomber would be even worth it.


Just saying it improves gameplay doesn't make it so. How, exactly, does it improve gameplay? Because it makes bomber first more powerful? How does that improve gameplay?

Gorton wrote:
Tell me how it differs from other micro?

(I give you hint, it doesn't)


Here's a hint - the unit's AI has it fly directly over a target as it fires its weapon, whereas a gunship, for example, has it move in some direction while rotating to stay pointed at the target and a tank's has it stand still or move in any direction as its turret rotates to aim.

The way the unit is meant to work is quite clear.


I'm not arguing that it is not a legitimate tactic, since it is part of the game, but I find all of these justifications pretty laughable.
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Re: Bomber double/triple drop

Postby rootbeer23 » 09 Jan 2014, 04:37

Mycen wrote:I'm not arguing that it is not a legitimate tactic, since it is part of the game


thats a tautology

, but I find all of these justifications pretty laughable.


indeed
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Re: Bomber double/triple drop

Postby ZLO_RD » 09 Jan 2014, 04:49

Replay UID 1717139 - 3 pgens while he were making hydro = powerstall
1693495 - ton of engyes, ton of aa forced, inties forced
1963163 - 4 pgens and engyes

i think increasing reload time on 2 sec would be nice :P and decrease radar of bomber so he will need scout to use bobmer
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Re: Bomber double/triple drop

Postby Nombringer » 09 Jan 2014, 04:50

Remember that this effects faction balance, seraphim particularly
BC_Blackheart: i just copy his shit and do it 5% better leads to easy win usually xD

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