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How come elevated AA doesn't get a range advantage?

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4 months ago
It's closer to the thing it's shooting at.
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4 months ago
It does, for that exact reason. Pretty sure everything that's AA uses spherical range determination, not cylindrical.
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4 months ago
Aha, yeah I think you're right. I don't remember seeing any changes of the projection onto the ground when testing it a bit, but maybe I needed to test it more? I'll play around with it.
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4 months ago
It'll be hard to notice, and appreciate, a ground indicator for range when the thing you're targeting also isn't on the ground.
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4 months ago
lasers are spherical range. Razors on a hill get extra range until they are level with planes
Cannons are parabolic range. Threshers on a hill get extra range teh higher they are with no upper bound
Missiles are cylinerical range. Hacksaw, Chainsaw and Artemis don't care about elevation (but elevation still allow for better lines of fire)
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4 months ago
I, don't know the game mechanics well enough to fully contest the Thresher thing because I thought it was a timed fuse flak cannon that wasn't affected by gravity so it would use a sphere?

I also thought missiles had a flight time which is why they where spherical, but I could be confused with other RTS type mechanics
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The projected projection lies!





(to be clear: the interface, at least, doesn't make any indication that its range is any different. pinnochio, yo.)
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4 months ago
quote:
I also thought missiles had a flight time which is why they where spherical, but I could be confused with other RTS type mechanics
USrankZsword

Missiles do have a flight time, but this is not the main factor that determines their range. There is a cylindrical cutoff limiting where they can go, and this is independent from their flight time. Their flight time is determined by fuel - once they run out of fuel, they fall out of the sky, but this is not a particularly common way for a missile to go.

The cylindrical range makes it easier to determine how far from the launcher a missile can go without having to account for course adjustments, doubly so since some missiles can hit both air and ground. Cylindrical range would look weird on a laser, but it's less noticeable on missiles and more convenient.
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4 months ago
The structure terraform UI doesn't draw the range of the unit as if it were on a hill.
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Weird, I swear I've seen that work before..? But sure enough, I just tried it now and yeah, it doesn't work. I wonder if at some point I enabled some widget that does that, and now it's not enabled? In any case, seeing the range of planned structures would be a really nice nice-to-have.
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Actually missiles do have range determined by flight time.
The range shown is the launch range.

Some missile aa can fire a crazy distance further than the shown range which means when you fly into launch range you usually always get hit, unless its a swift booasting past which might survive.
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