1 |
I wouldn't entirely trust the wiki. I'm pretty sure Cannon weapon type has two limits on its range:
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1 |
I wouldn't entirely trust the wiki. I'm pretty sure Cannon weapon type has two limits on its range:
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2 |
* Physical limit. Does a firing solution exist for the weapon's muzzle velocity, projectile gravity, and target position?
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2 |
* Physical limit. Does a firing solution exist for the weapon's muzzle velocity, projectile gravity, and target position?
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3 |
* Range, plus a height boost. I fiddled with Cannons a while ago and found their range to be a cylinder against higher targets and a cone against lower targets. They receive a height boost but don't appear to receive a height penalty.
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3 |
* Range, plus a height boost. I fiddled with Cannons a while ago and found their range to be a cylinder against higher targets and a cone against lower targets. They receive a height boost but don't appear to receive a height penalty.
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4 |
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4 |
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5 |
The
tag
heightBoostFactor
is
responsible
for
the
range
boost
when
shooting
lower
targets.
It
looks
like
all
Cannons
use
some
default
calculated
in
the
engine
based
on
other
properties
of
the
weapon.
Some
Cannons,
such
as
Archer,
Ripper
and
Glaive,
have
high
enough
muzzle
velocity
for
a
firing
solution
to
always
exist.
This
causes
them
to
have
what
looks
like
cylindrical
range,
while
arcing
Cannons
do
not.
|
5 |
The
tag
heightBoostFactor
is
responsible
for
the
range
boost
when
shooting
lower
targets.
It
looks
like
all
Cannons
use
some
default
calculated
in
the
engine
based
on
other
properties
of
the
weapon.
Some
Cannons,
such
as
Archer,
Ripper
and
Glaive,
have
high
enough
muzzle
velocity
for
a
firing
solution
to
always
exist.
This
causes
them
to
have
what
looks
like
cylindrical
range,
while
units
like
Hermit
and
Sling
quickly
hit
the
firing
solution
limit
when
aiming
upwards.
|
6 |
\n
|
6 |
\n
|
7 |
It looks like heightMod controls the 3D shape of weapon range, with heightMod=1 being a sphere, heightMod=0.5 being an ellipsoid that is twice as high as it is wide, and heightMod=0 being an ellipsoid with poles at infinity (aka a cylinder). The wiki is saying that, by default, Cannon range is an ellipsoid 25% higher than it is wide, not a cylinder. I actually doubt this is true since that would put Nimbus (240 cruise alt) out of range of Glaive (185 range), yet I have seen Glaive shoot high Nimbus at quite an angle.
|
7 |
It looks like heightMod controls the 3D shape of weapon range, with heightMod=1 being a sphere, heightMod=0.5 being an ellipsoid that is twice as high as it is wide, and heightMod=0 being an ellipsoid with poles at infinity (aka a cylinder). The wiki is saying that, by default, Cannon range is an ellipsoid 25% higher than it is wide, not a cylinder. I actually doubt this is true since that would put Nimbus (240 cruise alt) out of range of Glaive (185 range), yet I have seen Glaive shoot high Nimbus at quite an angle.
|
8 |
\n
|
8 |
\n
|
9 |
The description of cylinderTargeting makes no sense in light of its default (zero). My guess is that zero is interpreted as no effect, so its effect does not matter much for ZK. The weapondefs indicate that use of this tag is copypasta, or perhaps, cargo cult. There are no values of cylinderTargeting between zero and one. It seems to mostly be used on spherical weapons, where cylinderTargeting=1 is redundant, and AA weapons, which have so much range that you won't notice them not shoot at aircraft 3x higher than they can usually fly. It is nice for Charon launching though. Archer has cylinderTargeting=1 and 255 range so can shoot at Nimbus. Perhaps this tag should be used to solve things such as slow rockets running out fuel before they hit targets at extreme elevation.
|
9 |
The description of cylinderTargeting makes no sense in light of its default (zero). My guess is that zero is interpreted as no effect, so its effect does not matter much for ZK. The weapondefs indicate that use of this tag is copypasta, or perhaps, cargo cult. There are no values of cylinderTargeting between zero and one. It seems to mostly be used on spherical weapons, where cylinderTargeting=1 is redundant, and AA weapons, which have so much range that you won't notice them not shoot at aircraft 3x higher than they can usually fly. It is nice for Charon launching though. Archer has cylinderTargeting=1 and 255 range so can shoot at Nimbus. Perhaps this tag should be used to solve things such as slow rockets running out fuel before they hit targets at extreme elevation.
|
10 |
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|
10 |
\n
|
11 |
As for gameplay effects, we're probably seeing the outcome of increased predicative aiming. Ripper will be able to hit aircraft more often if it starts aiming before they enter range. Ground units hitting aircraft is by design. Ground and air are supposed to be interacting with each other in ways beyond hard counters. This is intentional. Perhaps some of the weapon tags could be better understood and then used to nerf some outliers, but overall I think it's fine.
|
11 |
As for gameplay effects, we're probably seeing the outcome of increased predicative aiming. Ripper will be able to hit aircraft more often if it starts aiming before they enter range. Ground units hitting aircraft is by design. Ground and air are supposed to be interacting with each other in ways beyond hard counters. This is intentional. Perhaps some of the weapon tags could be better understood and then used to nerf some outliers, but overall I think it's fine.
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