Question on radars

Other talk that doesn't fit elsewhere.
This is for General Discussion, not General chat.
winsrp
Trained
Trained
Posts: 417
Joined: 14 May 2008, 17:00

Question on radars

Post by winsrp »

So, how mobile radars work with static arti?

do they actually work together? or its just static radars with static arti and mobile radars with mobile arty?

Another question, how come the radar detector only has that crappy wooden tower? when is the Hardened Radar Detector tower going to come out?, and does the radar detector also detects radar towers, and commanders?

tx
User avatar
Zarel
Elite
Elite
Posts: 5770
Joined: 03 Jan 2008, 23:35
Location: Minnesota, USA

Re: Question on radars

Post by Zarel »

As of now, mobile radar only works for mobile arty. I'm going to replace the radar detector tower with a hardened tower. Radar detector detects both sensor-type towers and sensor-type turrets, afaik.
User avatar
lav_coyote25
Professional
Professional
Posts: 3434
Joined: 08 Aug 2006, 23:18

Re: Question on radars

Post by lav_coyote25 »

not sure if this is known or not. build your sensor tower(s), cb tower(s) and the radar tower(s) - now build a wide spectrum mobile sensor. build several ripple rockets or archangel missile launchers... both mobile and static. build a box wall around the mobile wide spectrum sensor unit and then send 1 single VTOL ( any kind) on patrol - no shooting. VTOL will discover any and all structures / resources / units. as soon as you see this - choose your wide spectrum mobile sensor unit ( i use number ctrl #6 for the mobile missile launchers and attach to #5 the mobile sensor unit ) and place the target reticule over the structures your wanting to target... you can que all targets that you see...sit back and watch the fun. on 250 by 250 maps you can only target about 1/2 to 3/4 of the map from your base where the mobile sensor is. i havent tried this with just the static missile/rocket launchers... the reason to wall in the mobile sensor is to keep it from leaving the base and becoming fodder. xD
winsrp
Trained
Trained
Posts: 417
Joined: 14 May 2008, 17:00

Re: Question on radars

Post by winsrp »

@lav HOLY CRAPPY BUGGY CHEATTY TRICK,

So you target something that the vtol is looking, and even when the radar is not directly in contact with the objective, since its in the range of the arti they shoot!!, interesting, its like having a radar on top of a plane.. cool. (radar on plane, could be a nice idea by the way.)

I believe you can do this a little earlier in the game using a normal radar, right?
User avatar
lav_coyote25
Professional
Professional
Posts: 3434
Joined: 08 Aug 2006, 23:18

Re: Question on radars

Post by lav_coyote25 »

dunno - try it and let us know.
xD
User avatar
NaxShaleChan
Trained
Trained
Posts: 41
Joined: 02 Oct 2009, 06:43

Re: Question on radars

Post by NaxShaleChan »

Yeah! Radar on a plane, an AWACS bird. Why don't we have those in Warzone? IRL, AWACS birds are essential in coordinating anti-air and general attacks. Plus, it'd be nice to have an AWACS/Sensor/Commander type bird to make assembling flights of multi-purpose fighters. It's a real pain to go and find every unit from a group again after it goes off to repair. The Commander unit could orbit around the target while illuminating it, instead of making passes.
-"Gravity is not responsible for people falling in love." -Albert Einstein

Soldier: General, we're surrounded!
General: Good, then we can attack in all directions!
User avatar
No_256
New user
Posts: 5
Joined: 01 Jul 2007, 11:29
Location: Canada, BC, Burnaby

Re: Question on radars

Post by No_256 »

BAH!! Or mobile arty could simply HOLD POSITION when told to, even when asigned to a sensor. :evil:

That way you can have more than one group opperating from different directions of the map.
"If you base all your stats on real life cause/effect, game balance is irrelevant." - Papa Lazarou
Per
Warzone 2100 Team Member
Warzone 2100 Team Member
Posts: 3780
Joined: 03 Aug 2006, 19:39

Re: Question on radars

Post by Per »

Zarel wrote:As of now, mobile radar only works for mobile arty. I'm going to replace the radar detector tower with a hardened tower. Radar detector detects both sensor-type towers and sensor-type turrets, afaik.
As o 2.2.3 mobile radar also works for structure/fixed artillery.
winsrp
Trained
Trained
Posts: 417
Joined: 14 May 2008, 17:00

Re: Question on radars

Post by winsrp »

So normally the problem with mobile arty is that when you have lets say, 6 units assigned to a mobile sensor, when you move the sensor all the units move with them, so arty moves too, so you end up having groups assigned and unassigned to sensors in order to prevent them from moving outside your sweet spot.

Another interesting thing is that when you have long range mobile arty and you you select them to hit long range, then, they would not move (they sometimes go chasing something cus the games gets crazy) unless the get out of range and then they just move to the point where they can shoot again.

So, I see 2 solutions to this problem here

#1 include a new shooting option on the automatic / long range / short range section that says do not move
#2 add an option to link unit to a sensor, without making them move when the sensor moves...

Personally i like first better but i don't know which one is easier.

cheers
User avatar
Delphinio
Art contributor
Posts: 446
Joined: 21 Jan 2007, 06:04

Re: Question on radars

Post by Delphinio »

NaxShaleChan wrote:Yeah! Radar on a plane, an AWACS bird. Why don't we have those in Warzone? IRL, AWACS birds are essential in coordinating anti-air and general attacks. Plus, it'd be nice to have an AWACS/Sensor/Commander type bird to make assembling flights of multi-purpose fighters. It's a real pain to go and find every unit from a group again after it goes off to repair. The Commander unit could orbit around the target while illuminating it, instead of making passes.
"wide spectrum mobile sensor" is removed in ntw mod but your "AWACS birds" (cb, vtol strike and normal sensor) are there.