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Ok, I was wrong about quake, it IS cost effective if it hits. A decent Gauss terraspike will cost 500+ metal. A proper Desolator spike (high enough that Emissary can't hit it and it outranges lance) costs 1600 metal. Both melt to a single Quake.
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Unfortunately, it's blocked by shields... I think Quake should be shield penetrating.
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@[GBC]1v0ry_k1ng
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@[GBC]1v0ry_k1ng
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[q]Hermits often can't shoot uphill as they climb because the trajectory effect is so unfavourable. [/q]
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[q]Hermits often can't shoot uphill as they climb because the trajectory effect is so unfavourable. [/q]
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It's way worse than that.
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It's way worse than that.
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The lip of the spike actually blocks fire towards the targetting centre of the Gauss! And you can't even order your hermits to go close enough to the top that they can hit the Gauss with the standard right click move commands!
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The lip of the spike actually blocks fire towards the targetting centre of the Gauss! And you can't even order your hermits to go close enough to the top that they can hit the Gauss with the standard right click move commands!
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It's the same reason why Widows can't actually hit raised Desolators (Scorpions weren't able to initially. I fixed that but couldn't fix Widow.). Raising the Gauss targetting centre when it's open is the likely solution, but I'm not entirely sure how to do that (just raising it when closed will result in lasers hitting thin air above the Gauss).
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It's the same reason why Widows can't actually hit raised Desolators (Scorpions weren't able to initially. I fixed that but couldn't fix Widow.). Raising the Gauss targetting centre when it's open is the likely solution, but I'm not entirely sure how to do that (just raising it when closed will result in lasers hitting thin air above the Gauss).
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@cabinboy: I checked and discovered that you are right. :o
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@cabinboy: I checked and discovered that you are right. :o
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wtf?
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wtf?
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Not something we can fix trivially though.
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Not something we can fix trivially though.
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