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Map edge is exploitable with newton + jack

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Date Editor Before After
2/7/2023 12:20:50 AMunknownrankShaman before revert after revert
Before After
1 [q]Relatedly - can we make AA work for units mid-air above a certain height from the ground below it? [/q] 1 [q]Relatedly - can we make AA work for units mid-air above a certain height from the ground below it? [/q]
2 \n 2 \n
3 You cannot dynamically modify unit targeting tags. This means you're checking every unit in range every time a CanUnitTarget check comes up. Alternatively you could introduce the worst thing ever by making buried AA a thing and creating horrifying balance situations ala [url=http://zero-k.info/Forum/Thread/35140]this[/url]. 3 You cannot dynamically modify unit targeting tags. This means you're checking every unit in range every time a CanUnitTarget check comes up. Alternatively you could introduce the worst thing ever by making buried AA a thing and creating horrifying balance situations ala [url=http://zero-k.info/Forum/Thread/35140]this[/url].
4 \n 4 \n
5 I don't see how having AA artillery is less unfun than having an edge case like this. 5 I don't see how having AA artillery is less unfun than having an edge case like this. Frontlining in big teams is already unfun, why would you want it to become more unfun by making it a race to chainsaws in holes? Essentially all you'd be doing by this is pushing the small edge case into a larger gash in the balance and creating even more work. You either keep the 1/13th damage against units, which makes this system entirely ineffectual ( while every number between 1. 0x damage and 0 just opens up for frustration when against legitimate targets ( IE: inbound air) ) or you create an even worse artillery metagame. I don't find anywhere on this scale particularly a good outcome for both having minimal impact on the overall gameplay and counting this specific edge case.