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    T2 arty's are a bit broken

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    • YewY Offline
      Yew @Yew
      last edited by

      @cortana said in T2 arty's are a bit broken:

      https://replay.faforever.com/20899466

      Minute 40, dark red guy building t2 arty in a ditch. The arty's a placed with several feet of the wall and arch of the hill to the base. How is this possible, but the arty's I made in the Syrtis game not possible.

      The desync can be ignored fyi for anyone that cares to look at this.

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      • C Offline
        CocaineDiesel @Yew
        last edited by

        @cortana

        You can build enough TML overwhelm whatever TMD they've built and hope to knock out enough that the second wave of tactical missiles can get in and finish the job.

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        • Sylph_S Offline
          Sylph_ @Yew
          last edited by Sylph_

          @cortana said in T2 arty's are a bit broken:

          So due to the in game gravity mechanics, and the muzzle velocity of t2 artillery pieces, an arty fire base on a hill will have an advantage over an arty base down the hill. Or on a hilltop vs in a valley etc..
          I mean it stands to reason. Having the high ground in battle tends to serve as an advantage generally speaking. It's just pretty hard to deal with in a game such as this. If the arty fire base is well protected, there's not a right lot you can do about it, except take the loss of everything within range of it.

          I totally get where you're coming from, but in the long run I think I'd prefer an environment where building artillery on high ground gets an advantage over those built on lower ground.

          If the map provides low-ground spawn locations, I guess we can see it as an incentive - or even an imperative, to secure some higher ground.

          Losing a game because of an inability to fire back at artillery must suck; but in the long-run, it's a reason to value high ground more going forward, and I think this is probably going to feel like a 'good thing', in a strategy game that tries to emulate real physics, more often than not.

          (Personally I'm very glad that T2 artillery has a low enough max muzzle velocity to be susceptible to elevation. I've seen enough games where aggressive firebases lose horribly to 'defender's advantage', and welcome seeing the opposite, given how much positioning influences strategic depth in RTS games.)

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          • R Offline
            RedX
            last edited by

            T2 arty is in general not a great counter to T2 arty so I'm not sure this really matters much. It is cool seeing the game's physics at work as that has always been a selling point of the game, but it is a bit annoying/confusing in the moment since this limitation isn't presented in the game in any way and you just see arty mysteriously not firing. Same with other situations where weapons cannot fire due to physics. Unfortunately there's probably nothing to be done unless we want to increase the muzzle velocity of arty, which I really don't think we do. In an alternate universe where we could make engine changes, it'd be really cool if the range ring took into account terrain and elevation and range actually varied by height changes in ways other than just "lol muzzle velocity too low/gravity too high"

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