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    The fervor can't shoot uphill/downhill

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    • JipJ Offline
      Jip
      last edited by

      @Sprouto I've made a small mod that merges that value into the blueprint, similar results:

      Untitled.jpg

      This is the merge:

      UnitBlueprint {
      	Merge = true,
      	BlueprintId = 'ual0103',
      	Defense = {
      		Health = 9999,
      		MaxHealth = 9999,
      	},
      	Weapon = {
      		[1] = {
      		RateOfFire = 5,
      		UseFiringSolutionInsteadOfAimBone = true,
      		},
      	},
      }
      

      Beautiful fervor rainbow 🙂 .

      @FunkOff Thanks for calling us all wrong and stupid and then proceed to provide a similar reason to the first wrong and stupid response back to the OP.

      A work of art is never finished, merely abandoned

      F 1 Reply Last reply Reply Quote 2
      • JipJ Offline
        Jip
        last edited by

        @Auricocorico To limit the issue you can move the artillery back until the target is almost out of range.

        Untitled.jpg

        This rainbow takes out the t2 artillery in the blink of an eye.

        A work of art is never finished, merely abandoned

        AurikoA F 2 Replies Last reply Reply Quote 0
        • BlackYpsB Offline
          BlackYps
          last edited by

          If it would ignore the height difference for the target calculation, the shot would land in front of the target and not behind it, if you are shooting uphill. There has to be a different reason for this bug.

          JipJ 1 Reply Last reply Reply Quote 0
          • AurikoA Offline
            Auriko @Jip
            last edited by Auriko

            @jip Beautifull 😍
            That's a good tip too. I hope someone will find a fix, but that's definetly helpfull in the meantime.

            1 Reply Last reply Reply Quote 0
            • JipJ Offline
              Jip @BlackYps
              last edited by

              @blackyps Solid observation 🙂

              A work of art is never finished, merely abandoned

              1 Reply Last reply Reply Quote 0
              • F Offline
                FunkOff @Jip
                last edited by FunkOff

                @jip Your image actually visualizes the problem exactly. If the target and shooter are at the same height, the shot is pinpoint accurate.
                f7a9515b-ebc3-4202-b415-e2ab014363ba-image.png

                JipJ 1 Reply Last reply Reply Quote 0
                • F Offline
                  FunkOff @Jip
                  last edited by

                  @jip said in The fervor can't shoot uphill/downhill:

                  If I recall correct all t1 artilleries have this issue but their splash damage is larger. Therefore they still 'hit', even if partial

                  There is no such thing as a "partial" hit. Either the shot connects or it doesn't.

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                  • J Offline
                    JaggedAppliance
                    last edited by

                    Aiming is a problem for all artillery shooting up or down, the solution for a player in game is ground firing. This problem is obviously worse for fervors because medusa have a higher firing randomness and have a decent damage radius, and lobos and zthuees have multiple shells whereas fervors are very accurate and have a small damage radius.

                    https://www.youtube.com/c/jaggedappliance

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                    • F Offline
                      FunkOff @Jip
                      last edited by

                      @jip said in The fervor can't shoot uphill/downhill:

                      @Auricocorico To limit the issue you can move the artillery back until the target is almost out of range.

                      This is an interesting pattern I hadn't noticed. I wonder if the problem can be worked around by increasing the minimum muzzle velocity of the shot, or by changing the projectile's behavior. (Increase speed OnCreate if target is higher, reduce of target is lower.)

                      1 Reply Last reply Reply Quote 1
                      • JipJ Offline
                        Jip @FunkOff
                        last edited by

                        Your image actually visualizes the problem exactly. If the target and shooter are at the same height, the shot is pinpoint accurate.

                        That image is not taken with orthographic projection and your drawing is made as if it is made on a perfect X / Y plane. I can come up with another angle that would proof the opposite.

                        The observation of BlackYps is solid and counteracts your observation: if what you say is true, then the projectile should hit the ground in front of an extractor when the extractor is at a higher altitude. It doesn't - it still tries to hit it somewhere behind it.

                        There is no such thing as a "partial" hit. Either the shot connects or it doesn't.

                        There is such a thing as a partial hit if your projectiles split up into 4 separate projectiles and two hit the target while the other two don't. You mentioned this behavior in your post.

                        This is an interesting pattern I hadn't noticed. I wonder if the problem can be worked around by increasing the minimum muzzle velocity of the shot, or by changing the projectile's behavior. (Increase speed OnCreate if target is higher, reduce of target is lower.)

                        Do you want me to share the small mod I made for testing this? Then you can tweak around

                        A work of art is never finished, merely abandoned

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