Well, no, the ability to be stupid is not a bug. You can also kill your HQ by alt-clicking on it with a mortar; is that a bug?Deus Siddis wrote:We were on the subject of intuitiveness. And as far as that goes, this is a bug. We can usually refrain from triggering a bug as well, but that doesn't mean it should be considered a feature.
The lancer is T2. The MRA is T1. The lancer has the MRA as a prerequisite. It's a true rocket, as opposed to the MRA, which launches mini-rockets. Of course it has better technology that allows it to shoot half a tile further.Deus Siddis wrote:Well, kind of. The lancer is in about the same tier.
It looks like short-range artillery to me. Compare it to long-range rocket artillery like Ripple and Archie, which have much longer launchers, to suggest long range.Deus Siddis wrote:It is also a rocket weapon that looks like artillery. Again, this is on the subject of intuitiveness.
Gives it a bit of swing room, but not as much as a mini-pod.Deus Siddis wrote:Being mounted on the sides of the turret gives them alot of swing room. And AT rockets are much more likely to be guided, which is a real benefit for AA.
And we've already established that lancers are unguided.
Hmm. Doesn't say what the limit was increased from. I could swear it was higher than 40...Deus Siddis wrote:Nevermind, found it, the complete changelog ships with the game:
0000-00-00: Version 1.01
* New:
* Support for WZ add-on packs - WZ now has the functionality to support additional maps, units and research technology.
* New maps - Zigurrat, Wheel Of Fortune and The Valley Of Death.
* Unit limit increased to 100 per side in Multiplayer.
With the playstation version, there could be no patches, so it was forever 1.00.
The PC version has drive mode in a very limited "point and click" sort of way.
It's hard to do "less predictable firing pattern for artillery". We don't allow you to shoot arbitrary locations.Deus Siddis wrote:No I don't, that seems like a real feature. Hover craft are really weak, they should be able to dodge. If you want to kill them, use homing weapons, cyborgs, vtols or a less predictable firing pattern for you artillery.
Touché.Deus Siddis wrote:It is plenty fair, you have to deal with risk in war. Many wargmes, via abstract dice rolls or projectile simulation build in a risk element on purpose. Folks who hate chance play chess. But warzone always had a luck factor, it was more abstracted before and now it is simulated in 3D.
It's to do with whoever wrote the current projectile system did a poor job of it didn't write it to support fast projectiles. I won't name the guy, but the current projectile system was written after 1.10.Deus Siddis wrote:Is this because of the age of warzone's engine or is it just a matter of how fast your particular CPU is?
And why not use any hitscan weapons? Laser should be hitscan, gauss could be hitscan, give MG's a spread angle and maybe they could be as well, etc.
Hitscan + Spread Angle = Simulation, Chance, No Missed Collisions Between Cycles
Devu is planning on rewriting the current projectile system, but depending on how he does it, it could still suffer from the same problems. Fortunately, he plans on making lasers instant-hit, so at least I won't have to worry about slow lasers.
To further complain about the current projectile system (I can do that as long as I don't name who wrote it, right?), I'll point out that the 1.10 engine supports instant-hit weapons (in fact, 1.11 made lasers instant-hit), but the current projectile system does not.

