Forged Alliance Forever Forged Alliance Forever Forums 2014-08-28T07:35:09+02:00 /feed.php?f=2&t=8384 2014-08-28T07:35:09+02:00 2014-08-28T07:35:09+02:00 /viewtopic.php?t=8384&p=79657#p79657 <![CDATA[Re: Ground Fire vs Submerged units]]> Statistics: Posted by Deering — 28 Aug 2014, 07:35


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2014-08-28T07:26:03+02:00 2014-08-28T07:26:03+02:00 /viewtopic.php?t=8384&p=79656#p79656 <![CDATA[Re: Ground Fire vs Submerged units]]>
So in conclusion: It's not in this game's spirit to make hitting natural targets artificially hard. All natural targets should be targetable. Imagine if mechmarines had a property that made it so you have to use groundfire in order to hit them. Sounds silly, right? Same thing with the sub situation.

So, the above, or, don't make subs take damage from AeO.

Also, I think a reason for this thread derailing is that some people seem to think this is a balance related topic. In first instance it isn't, it's a design related topic.

Statistics: Posted by Wakke — 28 Aug 2014, 07:26


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2014-08-28T07:01:33+02:00 2014-08-28T07:01:33+02:00 /viewtopic.php?t=8384&p=79653#p79653 <![CDATA[Re: Ground Fire vs Submerged units]]> Statistics: Posted by nine2 — 28 Aug 2014, 07:01


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2014-08-28T06:40:02+02:00 2014-08-28T06:40:02+02:00 /viewtopic.php?t=8384&p=79650#p79650 <![CDATA[Re: Ground Fire vs Submerged units]]>
A_vehicle wrote:
You don't understand. When I said it isn't a bone problem, I meant the units are targeting the bones perfectly. The problem is that if there is no hitbox there, the unit won't get hit.

Also, not only is the bone a legal target, it is the default target. If on the other hand a unit has a list of target bones listed exluding that bone, it will not target that bone unless it is firing on its intel blip (say on sonar or if it is cloaked).


GO AND FUCKING TRY IT

Christ, it's like talking to a brick wall. I just spent 20 hours finding a solution to this crap dude!

Edit: For brick walls

https://www.youtube.com/watch?v=i4_2sS4 ... e=youtu.be

Statistics: Posted by IceDreamer — 28 Aug 2014, 06:40


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2014-08-28T06:34:16+02:00 2014-08-28T06:34:16+02:00 /viewtopic.php?t=8384&p=79649#p79649 <![CDATA[Re: Ground Fire vs Submerged units]]>
IceDreamer wrote:
A_vehicle wrote:Units don't fire at the hitbox, they fire at the '0' bone, which is a catch-all name for the bone of the unit named after the unit ID (unless of course another target bone is specified in the AI table).


Go and try it out. The 0 bone is, in this case, at the 0,0,0 mark on the surface of the water, clearly visible, and the Riptide will not aim, or fire, anywhere near it. It can't, the bone is an illegal target. You'll see when you try it. I was as shocked as you will be when I first saw it, what's happening is totally bizarre. Even resizing the hitbox to tremendous proportions didn't help, the tank simply kept firing at the top corner of the hitbox and nowhere near any bone (No targetbones declared). Extremely odd.

A_vehicle wrote:
The reason frigates miss amphibious tanks is not because of bone problems.


Again, go try it, it is absolutely a bone problem. The only way you'll accept it is by seeing it for yourself, I can do no more here. The ultimate proof that I'm right is the way I've fixed it. Just by moving the Torpedo Launcher 0.1 units in the Y direction on completion, the bones shift just enough for the 0 bone to become a legitimate target for AboveWaterTargetsOnly. I know because as soon as I did this, weapons aim at it properly and everything works smoothly.

You don't understand. When I said it isn't a bone problem, I meant the units are targeting the bones perfectly. The problem is that if there is no hitbox there, the unit won't get hit.

Also, not only is the '0' bone a legal target, it is the default target. If on the other hand a unit has a list of target bones exluding that bone, it will not target that bone unless it is firing on its intel blip (say on sonar or if it is cloaked).
You also seem to be confused about the identity of the '0' bone. In the case of the cybran frigate it is called URS0103, etc.

Statistics: Posted by A_vehicle — 28 Aug 2014, 06:34


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2014-08-28T06:34:57+02:00 2014-08-28T06:31:01+02:00 /viewtopic.php?t=8384&p=79648#p79648 <![CDATA[Re: Ground Fire vs Submerged units]]>
A_vehicle wrote:
Units don't fire at the hitbox, they fire at the '0' bone, which is a catch-all name for the bone of the unit named after the unit ID (unless of course another target bone is specified in the AI table).


Go and try it out. The 0 bone is, in this case, at the 0,0,0 mark on the surface of the water, clearly visible, and the Riptide will not aim, or fire, anywhere near it. It can't, the bone is an illegal target. You'll see when you try it. I was as shocked as you will be when I first saw it, what's happening is totally bizarre. Even resizing the hitbox to tremendous proportions didn't help, the tank simply kept firing at the top corner of the hitbox and nowhere near any bone (No targetbones declared), and even when I offset the box severely to the side, the tank just turned and fired at that same corner. Extremely odd.

A_vehicle wrote:
The reason frigates miss amphibious tanks is not because of bone problems.


Again, go try it, it is absolutely a bone problem. The only way you'll accept it is by seeing it for yourself, I can do no more here. The ultimate proof that I'm right is the way I've fixed it. Just by moving the Torpedo Launcher 0.1 units in the Y direction on completion, the bones shift just enough for the 0 bone to become a legitimate target for AboveWaterTargetsOnly. I know because as soon as I did this, weapons aim at it properly and everything works smoothly. If you want more proof that your suggestion of "Just set it true" will not do what you want, take a look at the Battleships. It's been true there forever :)

Statistics: Posted by IceDreamer — 28 Aug 2014, 06:31


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2014-08-28T06:31:27+02:00 2014-08-28T05:57:46+02:00 /viewtopic.php?t=8384&p=79645#p79645 <![CDATA[Re: Ground Fire vs Submerged units]]>
I am all for supporting arguments with facts, but people don't need to write a doctoral thesis on the subject.

P.S. (off topic) good luck finishing Galactic War, its amazing it wasn't in the final game.

Edit: Units don't fire at the hitbox, they fire at the '0' bone, which is a catch-all name for the bone of the unit named after the unit ID (unless of course another target bone is specified in the AI table). Therefore, the tanks aren't firing at the hitbox, they are aiming at its origin bone (which is usually in the center of the hitbox anyway, but not always). You can test it by setting CollisionOffsetY to something super-ridiculous like 1000 so that the hitbox of the unit is not even in the water anymore, and you will see that units will still fire at its bones. The result will be that the shots will pass through it and do nothing. The reason frigates miss amphibious tanks is not because of bone problems. I'm not sure what the main problem is (maybe it's because they have a flatter hitbox than the frigates), but part of it is because the frigate's muzzle velocity is so high compared to its range that it has a very shallow firing angle, so if shots miss, they explode waaaay behind the target instead of landing on the ground adjacent to it and dealing splash damage to them. It is off topic, but the frigates have always had shallow firing arcs inconsistent with the firing arcs of other ships (excluding attack sub deck guns).

Also, the death explosion code works exactly the same as the projectile area-damage code with the exception that death weapons cannot deal damage over time (you can change it by hooking Unit.lua DoDeathWeapon function I think). Explosions do not target units the way weapons do. The abovewatertargetsonly and lesser used bellowwatertargetsonly are the only .bp weapon entries that effect what layer explosion damage applies to, and because of how the scripts work (still true in FAF), both these entries will prevent splash damage from spilling over into the respective layers wether the unit is a death weapon or not.

Statistics: Posted by A_vehicle — 28 Aug 2014, 05:57


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2014-08-28T05:56:50+02:00 2014-08-28T05:56:50+02:00 /viewtopic.php?t=8384&p=79644#p79644 <![CDATA[Re: Ground Fire vs Submerged units]]>
A_vehicle wrote:
AboveWaterTargetsOnly = true causes the explosions from air crashes to not damage submerged units (see for yourself, not all aircraft have this field and WILL damage subs when they crash in the water, others with the field true don't) so I don't know what you're talking about.


Unit OnDeath explosions have no targeting protocol at all and ignore layers because of it, simply spawning an AOE damage event at the crash location. Though I have not experimented with changing the value in this case, I expect you're probably right regarding what it changes with such targetless damage. It would make sense for the value to, in this case, lock the damage to the water layer and higher.

To prove to yourself the validity of what the value does on all other weapons, however, set the value to false for the Aeon T2 Hover Tank (Blaze) and leave it at true for the UEF's (Riptide). Modify a Destroyer of your choice with some additional TargetBones, some above and some below the water (Turn on Collision and Bone debugging to find appropriate bones: Cheats on, ctrl+shift+alt+c, alt+v, alt+b). Spawn them ingame, along with a Destroyer as a target, then try attacking the destroyer from various angles. You will find that some of the time, the Aeon one tries to fruitlessly attack bones which are underwater, while the UEF one with the value set true never even attempts it, only firing at bones above the water.

While you're at it, spawn a UEF T1 Torpedo Launcher and again turn the debugging on, the attack it with the UEF tank first. You'll see the reason Frigates etc constantly miss against them. Riptides have no arc, and always hit, but you can clearly see that they are aiming at the hitbox itself rather than at any bone. Try with the Aeon tank, and you'll see it targets the bone correctly, but the damage will be spotty or non-existent as the shots hit the water. I have fixed this issue entirely in Hitbox Fixes (On the Vault), and the code is ready to go live as soon as PilOt gives the thumbs-up to the next beta patch.

Statistics: Posted by IceDreamer — 28 Aug 2014, 05:56


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2014-08-28T05:45:03+02:00 2014-08-28T05:45:03+02:00 /viewtopic.php?t=8384&p=79643#p79643 <![CDATA[Re: Ground Fire vs Submerged units]]>
If you have an argument, either support it with a replay or don't post anything, don't say oh you can go look it up in casts, or random replays, fucking show it in a game/(good) sandbox.

Statistics: Posted by Aulex — 28 Aug 2014, 05:45


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2014-08-28T05:33:51+02:00 2014-08-28T05:33:51+02:00 /viewtopic.php?t=8384&p=79642#p79642 <![CDATA[Re: Ground Fire vs Submerged units]]>
A_vehicle wrote:
Isn't it past your bedtime?


So we've sunk to baseless personal insults now? Well, I suppose it had to happen. FYI I am an adult, same as you, and have no bedtime. What a surprise!

A_vehicle wrote:
Why are you so **** retentive about it?


The fact that you can't let it go when your every position has had the stuffing knocked out of it with the use of facts irritates me... Oh, and everyone else for that matter.

A_vehicle wrote:
Gosh, geeze, relax, take a deep breath, brush your teeth, visit GPG mod support forums and learn something about modding, kid.


I've been playing this game since the first beta release, and coding for it since the first patch. I've produced well over 500 mods for this game, many unreleased experiments for my own use, many more on the vault, and I know more about unit Blueprint modification than just about any other remaining member of the community. Oh, and I just spent the last 6 weeks reconfiguring a large number of hitboxes and targetbones for the next patch, including wide-spread (And mistaken - I've now found a far more elegant solution) use of the AboveWaterTargetsOnly value.

A_vehicle wrote:
Things that make sense in real life are relevant. It is because Chris Taylor wanted to make a physically realistic RTS that this is even possible.


I agree he wanted to make it realistic, but not at the expense of gameplay. Part of the original design brief was that the game be a simulated physics engine with everything able to hurt everything else, and unintentional effects possible. Gameplay > Reality Simulation

A_vehicle wrote:
DUH (lolololololol...).


Childish much?

A_vehicle wrote:
Also, the spead on the Summit is actually pretty small, the DamageRadius has a much more important impact on it's ability to ground fire.


The way the guns are spread out on the Rack means they lay fire on a large horizontal area. The Fatboy works the same way, and it's what makes these two units so exceptional at killing Armies/Structures.

A_vehicle wrote:
And the ability to order ground fire has nothing to do with this.


You what? If you're referring to the RateOfFire comment I made, that's because the ability to modify your manual aiming and quickly adapt to the enemy's attempts to outmicro you is very important in this fight. The other three Battleships are much better at this, and the Cybran on is actually my pick of all four if I know I'm going to be trying to groundfire subs.

A_vehicle wrote:
Dummy (with all due respect).


The respect due to one of the most prolific and enthusiastic contributors to this community is greater than that you have shown, I think.

A_vehicle wrote:
Trust me, I've been messing with SC mods for 5 years.


I've been releasing them for 7.

A_vehicle wrote:
Everything else you posted is obvious to everyone who has ever read an .scd file directory.


Nobody reads a .scd, it's just a renamed .zip. As for the files inside, I've spent well over 10,000 hours of the past 7 years experimenting, reading, and generally fiddling about with this game's modding capabilities. Where's your resume?

A_vehicle wrote:
In America, we would respond to this by saying "You better act like you know your ****, bro".


I don't need to ACT like I know my stuff... I know that I know my stuff...


BRNK or Gorton, can we get a lock on this topic please. This guy is coming out with absolute drivel and seems utterly incapable of accepting facts, so he's either a troll, has an IQ of 5, or an ego large enough to jam the black hole at the centre of the Milky Way. Whichever way you slice it, nothing more of use will be said here.

Statistics: Posted by IceDreamer — 28 Aug 2014, 05:33


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2014-08-28T05:35:49+02:00 2014-08-28T05:09:00+02:00 /viewtopic.php?t=8384&p=79641#p79641 <![CDATA[Re: Ground Fire vs Submerged units]]>
IceDreamer wrote:
OK that's it, time to rip you a new one because I've had enough of this crap.

This proves how utterly ignorant and incompetent you are. You have not even the first clue what that blueprint value does. For the record, that value tells a unit's weapon if a particular bone is a legal target at the present moment. The weapon's first restriction is on the layers it is able to target, found lower down in the LayerCaps area of the blueprint. In the case of Navy, most ships dwell in the 'Water' layer, but have bones throughout their mesh, some above the waterline, some below it. Some of each must be set up as targetbones, so that submerged weapons such as torpedoes can target the unit as well as surface ones.

The problem with the Torpedo Launchers, which I have fixed for the next patch, is that they were in the 'Water' layer but had no above water bones available as targets, so any weapon which correctly selected the target based on layer was then confused as to where ON that target it needed to aim.

I've said it before, but you're clearly blind so I'll say it again: It's not a bug. The sheer number of things which come together to make ground-firing possible mean it's 100% not a bug, not to mention I was there when they raised the ruddy things up. Can't you read?

The hitboxes on all submerged units combined with their elevation means that all the battleships can hit them just the same. The UEF's extra AOE gives it a bit more leeway, but the real advantage is that it fires more bullets. More bullets + greater spread + greater AOE = Far greater effective area of cover => Higher micro cost. On the other hand, the Summit is also the toughest to micro with its much slower rate of fire, and the way the shells can arc long or short extremely easily.

This is the most idiotic, baseless, stupid thing I have ever read on these forums. The icon is simply the Destroyer's icon, used because it was designed to be a primarily surface combatant (Oh yes, I'll get to that in a minute). The fact that current balance means Destroyers mostly have awesome Torpedoes does not mean their original purpose was to kill subs. I even wrote a new unit description for people like you to read ingame, so you can see the ACTUAL use of the unit.

UEF Battlecruiser: Neptune
Surface DPS = 626.9 (313.4 per gun - Yes, the database is wrong, go see ingame if you don't believe my maths)
Torpedo DPS = 20

Yeah, it's always been like that. This ship was designed, from concept to model to code, to be an anti-Destroyer assassin to complement the UEF's much weaker T2 Navy, with good intel equipment and limited self-defence against subs. You know why it's always been crap against subs? It is MEANT to be crap against subs.
Fact number one: There was not a single fact in your entire tirade. It takes a lot to really piss me off, but your baseless ranting has managed it. Congratulations, you've won the solid gold cupie doll.

Fact number two: Things which make sense in real life are irrelevant. Torpedoes and Depth Charges were never given AOE for a reason: It's not necessary. AOE has the potential to cause sudden, massive upswings in DPS, so it's not used lightly. We didn't just give SAMs AOE for the hell of it, we gave them it because it was necessary for gameplay. In my opinion, and the opinion of many other players, some far better than either of us, groundfire + AOE is good for gameplay. It introduces ways and means that an attentive, clever, or knowledgeable player may gain an advantage over someone who is not so attentive, clever, or knowledgeable. GPG did this for a reason; It flows well with what make SupCom SupCom, and not some random RTS clone like all the others.

A_vehicle wrote:P.S. Let's all focus on real problems and stop ******** about each other. No offence, nothing personal, with all due respect.
:D


Come back with some actual facts, you know, the kind based on evidence, and I may listen to you. If you try coming in here with the kind of crap you posted last time, I'll just obliterate your post again, and again, and again. Do some research.

To quote a wise man: "Shut the hell up. Now you will go to sleep, or I will put you to sleep."

Isn't it past your bedtime? Why are you so **** retentive about it? Gosh, geeze, relax, take a deep breath, brush your teeth, visit GPG mod support forums and learn something about modding, kid. Nobody is taking away your precious exploit (lol just tweaking you).

AboveWaterTargetsOnly = true causes the explosions from air crashes to not damage submerged units (see for yourself, not all aircraft have this field and WILL damage subs when they crash in the water, others with the field true don't) so I don't know what you're talking about. The game decides what bone is legal to target based on FireTargetLayerCapsTable, which contains a table of values, dumb***. Also, things that make sense in real life are relevant. It is because Chris Taylor wanted to make a physically realistic RTS that this is even possible. DUH (lolololololol...). Also, the spead on the Summit is actually pretty small (only the Aeon one has a smaller firing randomness last I checked), the DamageRadius has a much more important impact on it's ability to ground fire. And the ability to order ground fire has nothing to do with this. Dummy (with all due respect). Trust me, I've been messing with SC mods for 5 years. Everything else you posted is obvious to everyone who has ever read an .scd file directory. Plus, you're a jerk.

In America, we would respond to this by saying "You better act like you know your ****, bro".

Edit: Feel free to like this post if, you know, you like this post. :D

Statistics: Posted by A_vehicle — 28 Aug 2014, 05:09


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2014-08-28T04:56:03+02:00 2014-08-28T04:56:03+02:00 /viewtopic.php?t=8384&p=79640#p79640 <![CDATA[Re: Ground Fire vs Submerged units]]>
A_vehicle wrote:
Aaaaanyway, whether you think this is a problem (right now I'm leaning towards fixing it) the fix for it is simple: set the AboveWaterTargetsOnly on all surface explosives to true.


This proves how utterly ignorant and incompetent you are. You have not even the first clue what that blueprint value does. For the record, that value tells a unit's weapon if a particular bone is a legal target at the present moment. The weapon's first restriction is on the layers it is able to target, found lower down in the FireTargetLayerCapsTable area of the blueprint. In the case of Navy, most ships dwell in the 'Water' layer, but have bones throughout their mesh, some above the waterline, some below it. Some of each must be set up as targetbones, so that submerged weapons such as torpedoes can target the unit as well as surface ones.

The problem with the Torpedo Launchers, which I have fixed for the next patch, is that they were in the 'Water' layer but had no above water bones available as targets, so any weapon which correctly selected the target based on layer was then confused as to where ON that target it needed to aim.

A_vehicle wrote:
Regardless of that, I argue that this is a bug because subs were given the ability to dive/surface in order to defeat naval guns.


I've said it before, but you're clearly blind so I'll say it again: It's not a bug. The sheer number of things which come together to make ground-firing possible mean it's 100% not a bug, not to mention I was there when they raised the ruddy things up. Can't you read?

A_vehicle wrote:
You can't ground fire a sub in real life. Finally it poses a balance issue because it allows the UEF battleship to one-volley superior numbers of Seraphim subs, especially in the hands of a skilled player. This makes it IBMA, overpowered, blah blah blah, especially since the UEF has a blast radius of 3 instead of 2 like the other battleships. This is significant because most subs have a normal operating depth of 1.5 units (except for the nuke subs, which I think sit at 2) so it can effect more subs than the other battleships.


The hitboxes on all submerged units combined with their elevation means that all the battleships can hit them just the same. The UEF's extra AOE gives it a bit more leeway, but the real advantage is that it fires more bullets. More bullets + greater spread + greater AOE = Far greater effective area of cover => Higher micro cost. On the other hand, the Summit is also the toughest to micro with its much slower rate of fire, and the way the shells can arc long or short extremely easily.


A_vehicle wrote:
This also makes the UEF battlecruiser useful only for killing small ships, when its original purpose was to hunt subs (see the icon). Not cool bro.


This is the most idiotic, baseless, stupid thing I have ever read on these forums. The icon is simply the Destroyer's icon, used because it was designed to be a primarily surface combatant (Oh yes, I'll get to that in a minute). The fact that current balance means Destroyers mostly have awesome Torpedoes does not mean their original purpose was to kill subs. I even wrote a new unit description for people like you to read ingame, so you can see the ACTUAL use of the unit.

UEF Battlecruiser: Neptune
Surface DPS = 626.9 (313.4 per gun - Yes, the database is wrong, go see ingame if you don't believe my maths)
Torpedo DPS = 20

Yeah, it's always been like that. This ship was designed, from concept to model to code, to be an anti-Destroyer assassin to complement the UEF's much weaker T2 Navy, with good intel equipment and limited self-defence against subs. You know why it's always been crap against subs? It is MEANT to be crap against subs.

A_vehicle wrote:
Edit:
Oh, and if I see "Subs were never meant to be hit by AOE" again, I'll see that they drown in the bullshit they're so fond of.
No BS here bro, just facts and the fact that I didn't say that AOE is the source of the problem. In fact, it would kinda be cool if torps and depth charges did have AOE since that is how they work in real life. Hey, if FAF can add AOE to some (but not all, weird) SAMs, then it'd make sense for torps to as well.


Fact number one: There was not a single fact in your entire tirade. It takes a lot to really piss me off, but your baseless ranting has managed it. Congratulations, you've won the solid gold cupie doll.

Fact number two: Things which make sense in real life are irrelevant. Torpedoes and Depth Charges were never given AOE for a reason: It's not necessary. AOE has the potential to cause sudden, massive upswings in DPS, so it's not used lightly. We didn't just give SAMs AOE for the hell of it, we gave them it because it was necessary for gameplay. In my opinion, and the opinion of many other players, some far better than either of us, groundfire + AOE is good for gameplay. It introduces ways and means that an attentive, clever, or knowledgeable player may gain an advantage over someone who is not so attentive, clever, or knowledgeable. GPG did this for a reason; It flows well with what make SupCom SupCom, and not some random RTS clone like all the others.

A_vehicle wrote:
P.S. Let's all focus on real problems and stop ******** about each other. No offence, nothing personal, with all due respect.
:D


Come back with some actual facts, you know, the kind based on evidence, and I may listen to you. If you try coming in here with the kind of crap you posted last time, I'll just obliterate your post again, and again, and again. Do some research.

Statistics: Posted by IceDreamer — 28 Aug 2014, 04:56


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2014-08-28T04:39:46+02:00 2014-08-28T04:39:46+02:00 /viewtopic.php?t=8384&p=79639#p79639 <![CDATA[Re: Ground Fire vs Submerged units]]>
rockoe10 wrote:
Fourth post of this thread.... Called it! Haha :p

P.S. I'm a firm believer that if you want change, action is the best way to get it. Words only get you so far. Personally I like it the way it is, but again, I suggest to those who desire change to make change rather than simply wish it. Discussion can bring like minded people together, but those people need to take the next step and do something about it. Mods are a nice feature about this game. Make one or salvage one from an old mod


That is the problem with a lot of people's world view, they don't realize that, if you aren't certain about what the right thing to do is, the moral (MORAL:GOOD) thing to do is nothing, until you know what the best thing to do is. Besides, Zep kinda has final say on this junk (I think), so saying people should act rather than speak is kinda silly.

BTW, nice troll attempt. And upon reading your post a second time I realized you sounded like Barry Sortero (not TA4Life, the real one). LOLOLOLOLOLOLOL

EDIT

As people have already mentioned, it takes less management of a fleet to avoid groundfire than to do it. Because of that, this is untrue.

Not entirely true. T3 subs are slow enough to get caught by battleships.
Also, there are many casts by Gyle and TA4Life in which this feature turns the tide of Seton's navy fights.
Also, just because it wasn't addressed in a previous patch, doesn't mean it isn't a bug. I have posted tens of bug fix proposals which I won't mention here, that have simply been ignored. qq QQ :,( sad face etc.

EDIT: On the other hand, you inspired me to make this a small mod and release it on the FAF vault. Then the ppls can download, use it, and decide what they want. :D :D :D
EDITEDIT: I typed this before the moderator posted, just to prove I have original thoughts.

Statistics: Posted by A_vehicle — 28 Aug 2014, 04:39


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2014-08-28T04:38:03+02:00 2014-08-28T04:38:03+02:00 /viewtopic.php?t=8384&p=79637#p79637 <![CDATA[Re: Ground Fire vs Submerged units]]>
A_vehicle wrote:
Regardless of that, I argue that this is a bug because subs were given the ability to dive/surface in order to defeat naval guns. You can't ground fire a sub in real life. Finally it poses a balance issue because it allows the UEF battleship to one-volley superior numbers of Seraphim subs, especially in the hands of a skilled player. This makes it IBMA, overpowered, blah blah blah, especially since the UEF has a blast radius of 3 instead of 2 like the other battleships. This is significant because most subs have a normal operating depth of 1.5 units (except for the nuke subs, which I think sit at 2) so it can effect more subs than the other battleships. This also makes the UEF battlecruiser useful only for killing small ships, when its original purpose was to hunt subs (see the icon). Not cool bro.



it allows the UEF battleship to one-volley superior numbers of Seraphim subs,


As people have already mentioned, it takes less management of a fleet to avoid groundfire than to do it. Because of that, this is untrue.


especially since the UEF has a blast radius of 3 instead of 2 like the other battleships.


UEF BS being better than the other BS is no surprise. It's supposed to be. The balance of factions is different.. navies are different.


This also makes the UEF battlecruiser useful only for killing small ships, when its original purpose was to hunt subs (see the icon). Not cool bro.


This is also completely untrue. The battlecruiser is absolutely useless vs subs. It's actually even worse than the UEF destroyer.
Like at t2, coopers must be used.

http://faforever.com/faf/unitsDB/unit.p ... 01,XES0307


About this discussion in general :
Let's assume groundfiring is perfectly acceptable, considering it's already in, and it's not disputed already in previous patches.
Because of this, I think the ones makes claims about it (i.e that it's not balanced) need to provide some sort of evidence to this claim :)

And a good way to help your cause is to make a mod that removes it so there is a viable change to be made if it's required.


My own personal opinion is that ground firing is fine as is.

Statistics: Posted by Gorton — 28 Aug 2014, 04:38


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2014-08-28T04:18:15+02:00 2014-08-28T04:18:15+02:00 /viewtopic.php?t=8384&p=79635#p79635 <![CDATA[Re: Ground Fire vs Submerged units]]>
P.S. I'm a firm believer that if you want change, action is the best way to get it. Words only get you so far. Personally I like it the way it is, but again, I suggest to those who desire change to make change rather than simply wish it. Discussion can bring like minded people together, but those people need to take the next step and do something about it. Mods are a nice feature about this game. Make one or salvage one from an old mod

Statistics: Posted by rockoe10 — 28 Aug 2014, 04:18


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