Forged Alliance Forever Forged Alliance Forever Forums 2011-10-26T11:02:06+02:00 /feed.php?f=3&t=320 2011-10-26T11:02:06+02:00 2011-10-26T11:02:06+02:00 /viewtopic.php?t=320&p=2646#p2646 <![CDATA[Re: units dont shoot other units in range]]> Statistics: Posted by noobymcnoobcake — 26 Oct 2011, 11:02


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2011-10-26T02:46:51+02:00 2011-10-26T02:46:51+02:00 /viewtopic.php?t=320&p=2634#p2634 <![CDATA[Re: units dont shoot other units in range]]>
For every weapon, there's a value called TrackingRadius. This is the radius, measured in terms of the weapon's MaxRadius, that the weapon will acquire and track targets. For weapons that attack ground, the radius is usually 1.15 and for units that attack air, it's usually 1.4. This means that anti-ground weapons tracking radius is 15% more than their max radius and anti-air weapons have 40% more.

Tech 2 point defenses weapons have 1.15 tracking radius. With 50 range, this means that they will acquire valid targets that they can see within a range of 57.5. They won't be able to shoot these targets until they get closer, but this enables them to turn their turrets before the target is within range so they do not waste time turning their turret when they could be shooting.

Reducing the tracking radius down to 1 could alter this behavior so that point defenses will never acquire targets beyond their max range, but this would allow more effective distractions of them. Also, as far as I know, there's no way to make the tracking radius apply separately to units that are mobile and units that are not.

Statistics: Posted by FunkOff — 26 Oct 2011, 02:46


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2011-10-26T00:22:44+02:00 2011-10-26T00:22:44+02:00 /viewtopic.php?t=320&p=2627#p2627 <![CDATA[units dont shoot other units in range]]>
Then about 30 seconds later I select my pds and click attack on his pds and kill them quickly. But only after he killed a bit of my base. This bug is annoying but not gamebreaking. Probaly game engine issue or something

Statistics: Posted by noobymcnoobcake — 26 Oct 2011, 00:22


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