Add a weak air-to-ground gun to the Illuminate t2 transport

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Add a weak air-to-ground gun to the Illuminate t2 transport

Postby Heaven » 08 Mar 2016, 19:45

UEF and Cybran t2 transports can be used for ghetto gunships because they have an air-to-ground gun. The Illuminate transport has no A2G weapon, thus can't target anything if filled with LABs. The shots scatter to all sorts of units except the one you want to hit. Even an unupgraded ACU can defend itself from t2 Illuminate ghettos by spamming unfinished structures around itself, which the ghettos will automatically prioritize. The ACU receives 0 damage and the player has INFINITE time to bring or even newly build mobile flak or interceptors from anywhere across the map.

Inb4 balance discussion shitstorm, this has borderline zero balance implications because t2 flak is the hardcounter to any t1 and t2 air. There is no sane argument for why the Illuminate have all the means to build a t2 ghetto but can't target stuff once they have it.

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Re: Add a weak air-to-ground gun to the Illuminate t2 transp

Postby briang » 08 Mar 2016, 19:48

I don't see anything wrong with implementing this. Ought to be relatively simple to code and model as well.
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Re: Add a weak air-to-ground gun to the Illuminate t2 transp

Postby speed2 » 08 Mar 2016, 21:18

If air to ground gun is required on the transport then how do T1 transports do that?
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Re: Add a weak air-to-ground gun to the Illuminate t2 transp

Postby Morax » 08 Mar 2016, 22:07

briang wrote:I don't see anything wrong with implementing this. Ought to be relatively simple to code and model as well.


This should never be assumed for anything in the game. It blows my mind how tweaking one little thing has caused havoc in other areas.
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Re: Add a weak air-to-ground gun to the Illuminate t2 transp

Postby briang » 08 Mar 2016, 22:52

Morax wrote:
briang wrote:I don't see anything wrong with implementing this. Ought to be relatively simple to code and model as well.


This should never be assumed for anything in the game. It blows my mind how tweaking one little thing has caused havoc in other areas.


If it causes havoc for some strange and unlikely reason it would be caught long before implementation.
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Re: Add a weak air-to-ground gun to the Illuminate t2 transp

Postby Petricpwnz » 08 Mar 2016, 22:53

speed2 wrote:If air to ground gun is required on the transport then how do T1 transports do that?


They don't.
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Re: Add a weak air-to-ground gun to the Illuminate t2 transp

Postby IceDreamer » 08 Mar 2016, 23:13

Units in a transport take no notice of the transport's target as far as I can find. The aeon T2 transport has much better AA in return for no ground weapon.
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Re: Add a weak air-to-ground gun to the Illuminate t2 transp

Postby Gorton » 08 Mar 2016, 23:16

To be clear: the gun on the transport allows you to to target, and labs will attack the target of the t2 transport.
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Re: Add a weak air-to-ground gun to the Illuminate t2 transp

Postby mirroredwang » 08 Mar 2016, 23:59

Protip: Assist the target with the transport, trans will tightly circle it until it is dead.

you can use this for example not only against acu's but also mexes you have softened up before with a microed bomber. t2 trans is faster than t2/t3 gunship (check units db) thats also how cybran can snipe t2 mexes with their strat
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Re: Add a weak air-to-ground gun to the Illuminate t2 transp

Postby Exotic_Retard » 09 Mar 2016, 00:23

i found its not so easy to add a dummy weapon to those t1 transports for some reason, complains about a weapon having 0 range for some reason :|

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fixed in equilibrium (dunno for like months, as ususal) - labs simply have acu as highest target priority so they switch to it, if its in range.

the drawback of this workaround is that when you have labs in range of an acu but dont want to shoot him but sth else, and you cant just give an attack order on it...... yeah i cant think of a common situation where that would happen xD
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