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    Are walled T1 PD useless now?

    Scheduled Pinned Locked Moved Game Issues and Gameplay questions
    26 Posts 10 Posters 1.8k Views 3 Watching
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    • ThomasHiattT Offline
      ThomasHiatt
      last edited by

      It was never consistent before and it still isn't consistent now. At least now it is equally inconsistent across factions. Mass cost and buildtime are pretty negligible for normal amounts of PD so you should still build them.

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      • R Offline
        Reckless_Charger
        last edited by Reckless_Charger

        What's the aim here? Do we want walled PD which block all T1 tank shots or which are slightly porous (to a random degree). Has anyone looked at hit boxes of walls as well as PD?

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        • T Offline
          Tagada Balance Team
          last edited by

          Yes it was looked at thoroughly and the desired outcome is close to the one we have right now, the Walls block some but not all shots, and all of the PDs behave (roughly) in the same way.

          ZeldafanboyZ R 2 Replies Last reply Reply Quote 0
          • ZeldafanboyZ Offline
            Zeldafanboy @Tagada
            last edited by

            @tagada

            I can't ever recall Cybran/UEF walled PD templates ever acting like this, if this is what the PD are being normalized to. It seems like at max range the walls block absolutely 0% of shots, not some percentage.

            put the xbox units in the game pls u_u

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            • W Offline
              wikingest
              last edited by

              If game calculates shell mouvement useing ballistic trajectory, or something similar. Then there are some logic in fact that shells/projectiles coming from far away get better over walls. Coming from far, shells draw much higher "arc", and at the moment of impact they are descending much more than when fired from close, with smaller "arc" and less drop.

              Drawing higher wall (hitbox) should block all shots. Eventually, after that, drawin narrower/irregular wall (hitbox), with "openings" in wall/between walls, could allow some of shots from different distances to pass. Maybe.

              Not saying that it is better in one or other way.

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              • CheeseBerryC Offline
                CheeseBerry
                last edited by CheeseBerry

                Even though the behavior of walls on flat ground is indeed weird, I'm not sure if we want to change any wall or pd hitboxes.

                The reason is quite simple: As Tagada correctly states, on most maps walls do their job very well now.
                I haven't tested them all, but It's only only the perfectly flat maps that the weird behavior of highly deterministic, range dependent behavior seems to take place.

                Super flat maps are really artificial anyway, so I'm not sure if it's a problem that the wall+pd behavior is also weird.

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                • R Offline
                  Reckless_Charger @Tagada
                  last edited by Reckless_Charger

                  @tagada thanks for taking the time to respond. And CheeseBerry for the testing!

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                  • T Offline
                    Tagada Balance Team @Zeldafanboy
                    last edited by

                    @zeldafanboy You don't recall it since you didn't make proper tests before and in-game the ground is nearly never flat. Unless somehow the behavior got changed even though there were 0 changes made to the files then I see 0 chance of the behavior being different pre and post-patch.

                    ZeldafanboyZ 1 Reply Last reply Reply Quote 0
                    • AurikoA Offline
                      Auriko
                      last edited by Auriko

                      Has it been considered to make the wall hitbox much taller so it blocks 100% direct shots and 0% arty shots ?
                      And to compensate, have their HP reduced for example ?

                      Or is it out of the question cause that would allow t2 pd to be walled, and other unwanted side effects ?

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                      • ZeldafanboyZ Offline
                        Zeldafanboy @Tagada
                        last edited by

                        @tagada

                        Well I was under the impression that “perfectly flat” was more common in maps than it actually is— I.e. I thought that the sides of Open Palms or most of Gap of Rohan were “perfectly flat” but apparently this is not the case. If this weird behavior is only apparent on something like Crazy Rush then whatever

                        put the xbox units in the game pls u_u

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                        • ZLOZ Offline
                          ZLO
                          last edited by

                          played baadlands against UEF and my loyas were not hitting t1 uef pd with 4 walls

                          TA4Life: "At the very least we are not slaves to the UI" | http://www.youtube.com/user/dimatularus | http://www.twitch.tv/zlo_rd

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