Note: All mods were indeed disabled.
First please let me say that the artillery changes are awesome. Personally, I've found that there were some problems with not firing, and even with these fixed, artillery required far too much attention.
The particular change I'm referring to is queued attack orders at points on the map (but not units). If I've queued up attacks on 4 different points, for example, all artilleries will now fire 3 shots at a target and then move on to the next.
All of the issues I'll refer to occur only for the 3rd, final shot. There may be issues in general, but I haven't noticed any in my limited experiments.
For T2 artillery, there seems to be a problem only with Seraphim, the Zthuthaam. The third shot is consistently skewed in the direction of the next target. I believe the turret is moving too quickly, causing it to fire when already beginning to move on to the next target.
For the UEF T3 artillery, the Duke, and the Cybran T3 artillery, the Disruptor, the third shot is consistently at maximum range, irrespective of the distance of the targets.
For the Mavor and Salvation, the third shot travels a ridiculous distance, and likely well beyond the edge of even the largest maps. I believe this problem is the same as that for the Duke, i.e. the third shot travels at maximum possible range (which, for the Mavor, is technically limited to 4000)
The Aeon T3 artillery, the Emissary, appears to have the same problem as the Zthuthaam, i.e. the third shot is skewed. Additionally, the third shot is often far, far short of the target (i.e., well beyond the designed variation in accuracy). The Seraphim T3 artillery suffers from this range glitch as well, although it sometimes significantly exceeds the target.
For all artillery, however, I haven't noticed any problems when it is attacking a single point.Statistics: Posted by Swaygin — 14 Jul 2015, 06:47
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