Forged Alliance ForeverForged Alliance Forever Forums2015-04-25T13:13:39+02:00/feed.php?f=42&t=98462015-04-25T13:13:39+02:002015-04-25T13:13:39+02:00/viewtopic.php?t=9846&p=99059#p99059 Note: would have to do it this way as it's not currently possible to change the weapon arc directly via a script function as once the game loads it's hard set that units blueprint.
Be aware that the weapon with a high arc was tailored to fire at that arc and swapping from one arc type to another could lead to some rather strange behavior. Such as firing into hills to attack that target on the other side.
Resin
Statistics: Posted by Resin_Smoker — 25 Apr 2015, 13:13
Ceneraii wrote: (arty shells behave weird at low arcs, can see this when shooting up a hill sometimes)
That probably wouldn't be a low arc then. Lobo/fobo (cluster) shells would probably misbehave. Also, T2 artillery emplacements already use low arcs.
Statistics: Posted by KrogothFTW — 24 Apr 2015, 18:30
]]>2015-04-24T08:37:12+02:002015-04-24T08:37:12+02:00/viewtopic.php?t=9846&p=99015#p99015Statistics: Posted by Ceneraii — 24 Apr 2015, 08:37
]]>2015-04-24T08:24:57+02:002015-04-24T08:24:57+02:00/viewtopic.php?t=9846&p=99012#p99012 Low arcs have several advantages over high arcs--would anyone still use high arcs besides to get over walls or terrain? It would be more noticeable that muzzle velocity in T1 artillery is LESS than in T1 tanks.
Statistics: Posted by KrogothFTW — 24 Apr 2015, 08:24