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Inaccurate range indicators(?)

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4 years ago
For enemy turrets:
I had only experienced with Stardust thus far. They seemed to be able to overshoot their indicated range on some occasion. In one instance the indicated range was way off for a raised Stardust, though not in the replay.

All of these were before the latest update, at least when I could notice.

For own units:
Does the indicator takes the terrain elevation into account? Sometimes targets cannot be attacked even when they seem to be in range. I understand that terrain can block line of fire, but it also blocks vision, right?

Had anyone else similar experience?
+3 / -0
4 years ago
Stardust has a ballistic weapon so when it's raised it has a bigger range but the red line only shows the normal range
+0 / -0


4 years ago
I don't think the range indicator for enemy turrets considers ballistic effects for things like Stardust or spherical effects for things like Stinger.
+0 / -0
4 years ago
stardust has a minimum range when raised too. its minimum range = somewhere around 2x its height so after it gets very high it cant even shoot ground targets
+1 / -0


4 years ago
It isn't a minimum range. It is a minimum fire angle.
+2 / -2
4 years ago
yeah thanks thats correct shaman nice catch
+1 / -0
4 years ago
Could anyone fix the wrongly displayed range for terraformed buildings like Stardust?

Nearly lost 7 Scorchers to a Stardust where I thought I am moving around the indicated range but Stardust could still hit me.

At 7:30 Multiplayer B784043 4 on Red Comet v1.3
+0 / -0

4 years ago
in https://zero-k.info/Battles/Detail/782508 as a replay spectator I saw this bug, the circle increased the max range for me.

+1 / -0
4 years ago
So how exactly are you supposed to find out the range of an elevated stardust?
+0 / -0
This circle should be acureate. Because it's not, you can use a backup strat of when the enemy turret is in vision, shift+mouse hover. then remember/draw on map.

To fix, take frequent screenshots and post to forum ad infinatum, then when there's a lot of visual examnples poke a big dev.
+2 / -0

4 years ago
Tackling that wouldn't be fun. The current widget just uses the generic 'draw ground circle' function, which doesn't allow you to draw custom shapes for things like ballistic range. Even just figuring out the effective range is a pain and probably expensive to calculate and not easy to cache, either.

That's not saying it can't be done, just why it hasn't been done already.
+0 / -0
4 years ago
Shouldn't it be possible to take the indicator used when building defense or the indicator used for force fire of the building? These both seem to be correct compared to what is used right now.
+0 / -0


4 years ago
The engine range indicator uses binary search to determine the length of each angle from the viewed unit. It's not as bad as it soundw, and replicating it for defcircles (with updates pretty much only on creation/destruction) shouldn't be extra hard either.
+0 / -0

4 years ago
creation, destruction, and modification of terrain, which means every dent made by every unit that has a weapon that makes dents.
+0 / -0
Options -> Interface-> Defense and cloak ranges there is an option to show the range of selected units. However, this range and the one shown while holding shift is different, even for the Commander with beam laser on flat terrain.

Edit:
I suppose the one for selected units alwas shows the range as if it was cylindrical.
+0 / -0