T2 PD visual bug, and a potential fix

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T2 PD visual bug, and a potential fix

Postby uberge3k » 11 Sep 2011, 14:58

Right now, there's a rather large oversight in the way Cybran and Seraphim T2 PDs work. You cannot see their projectiles; neither a visual effect when zoomed in nor a yellow projectile dot when zoomed out. Unless you are zoomed waaaay in so you can check your ACU for the spark effect, it's impossible to know you're being hit by them unless you have visual coverage of the PD.

Mods such as Autogive help to some extend, as they display a message when your ACU is taking damage. The difficulty with this is that it's very difficult to distinguish between damage that you already know about (eg, you're dueling with another ACU near there) and the "silent killers" of Cybran or Seraphim T2 PD. Usually by the time you realize there's PD there it's too late to pull back.

Now, I know this can be fixed by scouting. Everyone should scout and scouting is good and great. We know that. :) The problem is, this is not an issue for UEF or Aeon, as their PDs are projectile weapons rather than beam weapons - therefore you can always tell when you are being hit by them, even if you haven't scouted the PD itself. And while it pains me to take away an advantage from the woefully underpowered Cybran, this is much more of a bug than intended behavior.

My proposed solution is to add a new projectile weapon to Cybran and Seraphim PDs. It would do no damage; it's purpose would be for visual purposes only, as it would then be visible both zoomed in close with it's visual effect and zoomed out with the yellow projectile weapons fire dot. If we want to make it look "pretty" then it could theoretically be an energy pulse moving along the beam.
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Re: T2 PD visual bug, and a potential fix

Postby FunkOff » 11 Sep 2011, 15:04

It should be noted that this is a problem with all beam weapons and not simply cybran and seraphim T2 PD. It's just most noticeable with the PD because they are the longest-ranged beam weapons.

I would be inclined not to use this for short-ranged beam weapons, like rhinos, GCs and monkeylords, but I do think this could be useful for serpahim and cybran T2 PDs, the UEF battlecruiser, seraphim destroyer..... and any I'm forgetting. (If you remember lemme know)
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Re: T2 PD visual bug, and a potential fix

Postby Gowerly » 11 Sep 2011, 16:25

No that's it, unless Cybran ACU with range and maser creates the problem.
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Re: T2 PD visual bug, and a potential fix

Postby Kryo » 12 Sep 2011, 15:36

why not see this as an advantage for cybran and seraphim pd to outmatch their disadvantage of always shooting in the ground?
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Re: T2 PD visual bug, and a potential fix

Postby uberge3k » 13 Sep 2011, 14:04

Because both are bugs, which will eventually be fixed? And it's silly to balance a game around bugs. :)
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Re: T2 PD visual bug, and a potential fix

Postby Kryo » 13 Sep 2011, 14:20

beam weapons not being able to shoot over hills is not a bug.^^
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Re: T2 PD visual bug, and a potential fix

Postby Ze_PilOt » 13 Sep 2011, 14:37

The bug is that they try even they can't hit :)
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