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AA Missile ranges are far higher than reasonable.

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3 years ago
This applies to all AA that fires missiles, but is specifically awful for Flail and Tarantula.

Flail:
StartVelocity: 200 elmo/s
Acceration: 300 elmo/s^2
Flight Time: 3.5s
Range: 800 elmo
Max speed: 1400 elmo/s

If you plug that into calculator you get this:
Calculated Range: 2537 elmo
Max Speed Reached: 1250 elmo/s

So not only is the velocity shown incorrect, but the range the missile can fly is absolutely ridiculous. Combined with the turn rate being so high it makes it basically IMPOSSIBLE to evade this missile. Which means if you fly even slightly into range of Flail the missile will fire and WILL hit you. No matter if you boost with swift or not.

This feels awful in the game as it does not reward micro skill at all. You are just doomed to lose the unit that is targeted.
It is especially horrid when you encounter a ball of cloaked AA, in which case you might as well resign immediately.




I am planning to have a look at reworking some air ground interaction over Christmas holidays to at least try and make air slightly less painful to play. So far have made a mod for tweaking things and came up with this so far:



Will post here every so often with how its going.

+3 / -1


3 years ago
I would be very wary about making AA shoot as far as their missile can physically travel. It sounds like a way to end up with AA often shooting when it would never hit, and to frustrating misses. We're always walking a line between having physics that generates interactions without having so much physics that the interactions are too uncontrollable. Some sort of standardisation here, such as setting flight times to have a consistent percentage overshoot, could work out though.

Max Speed is more useless than incorrect in the case you are citing. If the missile somehow got to 1400 elmos/s then it would stop accelerating. Reducing max speed for constantly accelerating projectiles so that the UI reflects normal behaviour sounds fine.
+3 / -0
3 years ago
Other forms of AA are also unavoidable, as well as some forms of flex AA. I see no problem with missiles that can't be dodged. Swift already has a bunch of utility, making it also the one air unit that can dodge missiles would be weird.
+1 / -0


3 years ago
Swift is already able to dodge missiles.
+1 / -1
3 years ago
But not all of them, I guess?

I suppose it would be nice if AA missiles were consistent in regards to those things, irrespective of whenever swifts should be able to dodge them with boost or not.
+0 / -0
3 years ago
Maybe just artemis needs slightly more 'actual' (not aiming) range. I can easily escape the missile and it is waste of metal. And it is so expensive that it should be able to kill a small multi-role fighter.
+0 / -0
3 years ago
Using Artemis on swifts sounds like a waste on any event.
+0 / -0
3 years ago
But if you are already wasting metal on swifts, why not spectacularly blow them up?
+0 / -0
3 years ago
IMO, missiles having more range than it can shoot without hitting is fine.
Unit micro > automated defenses
+1 / -0