Loading...
  OR  Zero-K Name:    Password:   

llt party

29 posts, 683 views
Post comment
Filter:    Player:  
Page of 2 (29 records)
sort

8 years ago
quote:

[12:24] EErankAdminAnarchid something to terrorize: the AI could use itshigh-rof turrets to randomly shoot around when no viable targets
[12:24] EErankAdminAnarchid for the stray chance of detecting a scythe :D



Secretly, llt's party harder than any drp.
+19 / -0
8 years ago
I thought this thread would be about a no-defender event... :(
+2 / -0

8 years ago
I think someone should make a music video with scripted turrets and custom fire sounds..
+2 / -0


8 years ago
This image is much, much more terrifying than people would realize at first glance.

+2 / -0


8 years ago
How did you make them fire at air?
I thought attack-position orders are snapped to ground.
+0 / -0
Warning: Disturbing content ahead.
[Spoiler]
+10 / -0
8 years ago
The question is - will it ever fall down?
+0 / -0
8 years ago
Omgz, can you do that with all weapons? E.g. starlight and zenith. Can you make napalm clouds in the air with phoenix, firewalker or napalm nuke?
+0 / -0
8 years ago
+1 / -0
quote:
E.g. starlight and zenith. Can you make napalm clouds in the air with phoenix, firewalker or napalm nuke?

Starlight, Zenith and Phoenix are the units that are probably the worst case for this.

Consider infinite ranged impaler and spectre instead, or at least plasma cannon assaults like ravager, hermit and thug getting their artillery sidearm.

Oh, and crabe firing at 45 degrees into the sky to maximize range.

Oh, all silo missiles would gain infinite range, too.
+2 / -0
iirc, Rocko rockets had extreme ranges in old versions of BA, and could be FPS'd to shoot across the map.

The real day-wrecker is if you can do this with AA weapons, but they can't attack ground which is I assume how this exploit works. Which also means burnblow weapons like the Leveler can't exploit it.

...

maybe 45 degree Tremor fire?
+0 / -0

8 years ago
AA weapons do 1/10 damage vs ground units so nope. Tremor is high-traj so nope.
+0 / -0

8 years ago
45 degrees is still within "high traj". And the reason I mention AA is because they tend to have really long flight-times, meaning they could work as arty even if they can't do much damage. Although assuming this hack is an "attack ground mid-air" the homing behavior woudl probably result in AA missiles looping back to the in-range point in mid-air.
+0 / -0

8 years ago
Indeed, homing missiles don't work very well. They'll keep looping around the target until they run out and fly away into a random direction.
+0 / -0

8 years ago
What about straight-firing weapons that don't have gravity? What's the upper limit on a Warrior's range? Or a Razor? Or a Bandit?
+0 / -0
Razor can't be fired at ground, Bandit and laser weapons in general (both BeamLaser and LaserCannon subtypes) have fadeout distances at which they disappear.

Missile type weapons in general should be pretty terrifying, but egregious abuse cases like Rocko have been addressed physically before. It's the things that have physical ranges >> logical ranges that are exploitable. The exploitable weapon also should not be good at homing, because that will cause circle trajectories instead of high-precision intentional overshot.

Things that fire at angles close to 45 degrees in their unhaxed state will gain no benefit. This applies to Tremor and Pillager. Projectiles of units like Warrior, Leveler (and Rocko) also have burnblow property, which makes their projectiles detonate at max range, so any such weapons are absolutely useless for ballistic range hax.

I expect non-guided cruise missiles to be absolutely terrifying because they go in a straight line after reaching the descent phase of their trajectory when missing the target. This would be Impaler, Reef, Eos, commander SLAM, Detriment.
+1 / -0
8 years ago
but vlaunch missiles always start vertical?
+0 / -0

8 years ago
knorke, I think the idea is that you give it a point high in the air (but below its apex) to target, then it passes through that point and keeps going and hits something far outside of its range continuing the line from apex to target off to infinity (or the ground/enemy).
+0 / -0


8 years ago
You know which altitude they will start the turning phase, and you know their turn rate. This makes the point on which they will proceed to descent phase predictable, so you can pick target points in 3d space such that descent vector to the target point will, upon linear extrapolation, coincide with an expensive enemy unit.

+5 / -0
8 years ago
wont they continue only as long until their 'flighttime' is up?
it also seems blockable by gadget
+0 / -0
Page of 2 (29 records)