One of the main reasons I wanted to try this is to be able to hit spacenoids. I don't mean that there should be a "counter", but it should be possible to scratch them a bit at least. It currently feels a bit glitchy that certain units flying through the air can't be shot at by any AA all. It's not game-breaking by any means, just a thing that feels off for me.
I don't think it "counters" jumpbots, because you can't force them to jump. In 1v1 I doubt players would start building gremlins or toads to fend of jumpbots, it's just not reliable. Perhaps it would work on certain maps and certain situations? But wouldn't it be nice to have another tool in the bag?
I purposefully only made this change to "laser-like" AA. Thus, this change does not affect any of the missile/flak AA in any way.
quote: Ideally every model would need to look like it physically could not aim downwards |
Zephyr and Razor are like that already. Gremlin and Toad might need a tweak.
quote: Cliff interactions become weird |
Yeah, it's pretty weird. But it could also be fun, since it makes sense "in physics".
quote: The effective range of AA would vary per matchup vs ground and air units |
Indeed, I bet a gremlin could attack a detriment for example. Which is weird.
In real life it wouldn't be weird of course, I would totally fire an anti-air weapon at a detriment. Fire anything really.
quote: Vehicles and spiders tilt on terrain |
None of the "laser AA" are vehicles or spiders, but yes, this is why I had to skip applying this to Raptor.
I originally wanted to find some way to make flying objects become temporarily target-able by AA, but I guess this would need a change in the engine.
quote: An interesting mod would be to remove all the class targeting restrictions from all the weapons, and see how it goes. |
Just imagine how a chainsaw would tear up the battlefield :P